Bunko's Bargain Basement: Magic Items That Are a Steal!

Post/Author/DateTimePost
#1

caelic

Jun 22, 2006 17:37:34
"Yessir, step right up, ladies and gentlemen! Cedric P. Bunko, at your service...and welcome to Bunko's Bargain Basement! What, you may ask, is a Bunko's Bargain Basement? Why, only the finest clearinghouse for magical bargains in seventeen dimensions!

"You see, my friends, every adventurer worth his or her iron rations knows that the right tools make all the
difference between life and death. But the problem is, adventurers are a busy lot, and they don't always have time to shop around for bargains...and, strictly between you and me, friends, there are a lot of overpriced magical gadgets out there, and people willing to sell them for far more than they're worth.

"Not so here at Bunko's! Here, we stock only the items which really give you bang for the buck...either those items that are dirt cheap but effective, or the items that may cost a bit more but give you more than you pay for! Satisfaction is guaranteed at Bunko's!

"For your shopping convenience, items are organized in departments. Of course, we're always on the lookout for new merchandise...if you have a suggestion for an item we should stock, please feel free to offer it up!

"And now, without further ado, on to the departments...






Necklaces, Collars, and Amulets


Amulet of Retribution (BoED, 56,000 gp) Force a no save/no SR Shield Other effect onto any creature that attacks you

Antimagic Torc (Und 73) 25,000 gp: Does pretty much what it sounds like. Casts AMF at 11th CL once per day. Great for fighters.

Collar of Umbral Metamorphosis (ToM, 10,800 gp) gain the Dark Creature template for 10 min a day; +8 hide, +6 move silently, +10 ft move speed, cold resistance 10, superior low light vision and darkvision 60 ft.

Deathglance Locket (Dragon Compendium 134) 3,860gp If you are being scryed on, you can hit the pesky voyeur for 10d6 damage 1/day

Hand of Glory (DMG, 8,000 gp) In addition to casting Daylight and See Invisibility, allows the wearer to wear and benefit from an extra ring. How often can you buy an Epic feat for 8,000 gp?


Hand of the Mage (DMG, 900gp) Unlimited Mage Hand for 900 gp--not bad at all.

Phylactery of Change (Arms and Equip, 11,200 gp) Allows you to polymorph self with unlimited duration

Reliquary Holy Symbol (MiC, 1000 gp) Provides up to 3 extra turn undead attempts per day.
#2

reis

Jun 22, 2006 18:01:43
Flesh ring of Scorn (BoVD) allows an evil outsider to automatically confirm all criticals against good opponents for a mere 8000GP
#3

zombiegleemax

Jun 22, 2006 18:02:06
For all those sneaky characters out there the Collar of Umbral Metamorphosis from Tome of Magic is definitely a must. For 10,800 gp you can gain the Dark creature template for 10 min a day.

In addition to such goodies as +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, you even get the ex. ability to Hide In Plain Sight which is the real winner.

If you need more than 10min/day, you can have a continuous collar for 22,000gp.
#4

pad300

Jun 22, 2006 18:06:20
The smoking weapon enhancement from 3.0 (Lords of Darkness) is utterly great on armour spikes - real concealment that doesn't effect the users vision + a localized stinking cloud to discourage grappling, all for the low price of a +1 enhancement...
#5

tleilaxu_ghola

Jun 22, 2006 18:24:01
For all those sneaky characters out there the Collar of Umbral Metamorphosis from Tome of Magic is definitely a must. For 10,800 gp you can gain the Dark creature template for 10 min a day.

In addition to such goodies as +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, you even get the ex. ability to Hide In Plain Sight which is the real winner.

If you need more than 10min/day, you can have a continuous collar for 22,000gp.

WOW! Incredible find!
#6

kresalak

Jun 22, 2006 18:31:54
I think that an Orange Ioun Stone is worth it's cost, simply because of how useful caster levels are. Same goes for a Ring of Arcane Might, but it has the opportunity cost of using a ring slot.
#7

caelic

Jun 22, 2006 19:28:02
I think the Splitting enhancement, from Champions of Ruin, is also extremely underpriced at a +3 bonus. Compare it to Speed, also a +3 enhancement: Speed gives you one additional attack at your highest bonus, if and only if you make a full attack. Splitting, on the other hand, flat-out doubles your number of attacks. If you make one attack, you get to make a second at your highest bonus. If you make a full attack, you get to (in essence) make a second full attack. Better still, unlike Speed, Splitting doesn't burn up your ammunition any more quickly. Fire an Arrow of Slaying, get a second Arrow of Slaying for free.

Now that's a bargain worthy of Bunko's.
#8

hogarth

Jun 22, 2006 20:37:37
Oldies but goodies:
Lesser Rod of Metamagic - Extend (3,000 gp)
Quaal's Feather Token - Tree (400 gp)
Dust of Sneezing and Choking (2,500 gp)

I like cheap wands too, like a wand of Embrace the Wild or Entangle.
#9

zombiegleemax

Jun 22, 2006 21:12:30
what does the feather token do
#10

zombiegleemax

Jun 22, 2006 21:24:15
Quall's Feather Token:
Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is useable once.
...
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot heigh, 40-foot top diameter). This is an instantaneous effect.
#11

telos_savant

Jun 22, 2006 21:27:57
sry i cant remember the name but in tomb of magic one of the teeth in the binders section of items is awesome

for 2000gp a toothe which replaces your own which allows you to move normally in medium and heavy armor :0
#12

zombiegleemax

Jun 22, 2006 21:32:45
Telos I believe your refering to Teeth of Dahlver-Nar. In specific the tooth of Savnok.

Savnok: you move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
2000 gp

For my submission, I would have to say the best bang for its buck is the:

Monk's Belt:
This simple rope belt, when wrapped around a character's waist confers great ability in unarmed combat. The wearer's AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. if the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk's AC bonus.
Price: 13,000 gp Weight 1 lb.
#13

neptunehero

Jun 22, 2006 21:46:36
The Blurstrike property from RotW is pretty awesome for rogues and other sneak attackers- a +2 enhancement that treats your opponent as flat-footed for the first attack each round? If you have a few d6s worth of SA, it's definitely worth it.
#14

raineym

Jun 22, 2006 22:07:55


I think the Splitting enhancement, from Champions of Ruin, is also extremely underpriced at a +3 bonus. Compare it to Speed, also a +3 enhancement: Speed gives you one additional attack at your highest bonus, if and only if you make a full attack. Splitting, on the other hand, flat-out doubles your number of attacks. If you make one attack, you get to make a second at your highest bonus. If you make a full attack, you get to (in essence) make a second full attack. Better still, unlike Speed, Splitting doesn't burn up your ammunition any more quickly. Fire an Arrow of Slaying, get a second Arrow of Slaying for free.

Now that's a bargain worthy of Bunko's.

Holy $h1T!!!!11!!1!!!11!
#15

zaxter

Jun 22, 2006 22:23:06
Amulet of Retribution (BoED): Force a no save/no SR Shield Other effect onto any creature that attacks you for only 56,000 gp? Yes, please.

Candle of Invocation (DMG): Somebody seems to have forgotten about the 1,000 XP price tag on the "calling creatures" usage of the Gate spell. Since this item is at CL 17, you can call a 34 HD monster and control it for 17 rounds for only 8,400 gp.
#16

necroblivion

Jun 22, 2006 22:32:43
This is an absolutely brilliant thread. Keep it going.

I personally think that scabbards of keen edges are worth the 16k, thus freeing up enhancements on the weapons.
#17

rashomon

Jun 22, 2006 22:59:32
Ring of sustenance - 2500 gp, immunity to annoying things like eating and drinking and you only need to sleep for 2 hours a day. May not be insanely powerful, but it gives you a lot of endurance for long adventures, and having 6 extra hours a day to do **** is useful.
#18

gryftir

Jun 23, 2006 0:15:25
Every character with a +2 charisma bonus should have a Sudden Stunning Weapon from the DMGII. +2000 for a reflex save to stun? Sign me up. Especially good for Paladins.
#19

zombiegleemax

Jun 23, 2006 0:23:47
could you elaborate on this sudden stunning ability
i agree with the ring of sustenance
#20

gryftir

Jun 23, 2006 0:35:30
neth. it costs +2000 to add a reflex save to stun to a weapon. The DC and uses per day are based on charisma. I really can't get more specific without violating the CoC or TOS.
#21

zombiegleemax

Jun 23, 2006 0:45:07
i thought thats what you meant, but i wasn't sure
the only other thing i wanna know are
is it a high reflex save
and can it be applied to range(i doubt it)
im playing a beguiler in my campaign and im very interested
our warmage would prob be too
#22

phoenixinferno

Jun 23, 2006 1:51:31
Oh, how could we forget the Starmantle Cloak? Protects from non-magical weapons and a DC 15 Reflex save vs attacks made by magic weapons? Even someone with a poor Reflex save could make that by the time you could afford one of these babies (132,000 GP isn't exactly cheap). Its a hefty price tag, but its like buying an Aston Martin - worth every penny.

Heward's Handy Haversack? Its a lot cheaper than equivalent amount of storage in Bags of Holding and has an extra ability to boot.
#23

zendu

Jun 23, 2006 3:41:14
I like travel cloak(i forgot) or Instruments of the Bards (MoF) and the ever-evil...


hot potato of healing
constant use cure minor wounds (fast healing 1 !) for less than 1000
#24

zombiegleemax

Jun 23, 2006 3:46:36
Caelic could you maybe compile this as a list in your post? Would be cool!
#25

Kessalin_Talira

Jun 23, 2006 3:47:01
Blindfold of True Darkness (Arms & Equipment Guide): 60' blindsight, continuous use item, for 9,000 gp.
#26

lostone

Jun 23, 2006 12:33:01
Here's a few I try to get on all of my characters unless, for whatever reason, a specific character doesn't benefit from the item:

Survival Pouch from Races of the Wild. 5000g gets you transportation, hauling capability, food, instant campfire and/or torches, shelter, water, rope, shovel, bow & arrows. You can actually feed more than 5 people a day if you bring out the mule and butcher that (just be ready to give your jaw a workout, I'm sure that's tough meat).

Ring of Sustenance

Belt of Hidden Pouches (survival pouch can hang from this I figure), also from Races of the Wild: It's hard for thieves to steal things if they don't know they are there, the "hidden pouches" are actually more of a dimensional space you teleport items to with a command word. There aren't any way to access those hidden pouches. It has real pouches for more mundane things like food, tools, a few silvers to avoid suspicion from pick pockets, etc.

Wand of Magic Mouth. Wand of Prestidigitation. Both are very useful spells.
#27

caelic

Jun 23, 2006 12:44:19
I'll be compiling these at some point; there are a lot of old favorites here, and a number I hadn't really thought about!

A more controversial item...note that this only works if your DM allows the Spell Storing ability to be applied to ammunition, which is questionable...

Magical Hypodermics: 50 tiny arrows +1 of Spell Storing. Load 'em up with your favorite buff or healing spells of third level or below, then jab yourself with the appropriate 'needle' when you need to. At 160 gp per arrow, they're a lot cheaper than potions.
#28

lostone

Jun 23, 2006 12:49:13
Magical Hypodermics: 50 tiny arrows +1 of Spell Storing. Load 'em up with your favorite buff or healing spells of third level or below, then jab yourself with the appropriate 'needle' when you need to. At 160 gp per arrow, they're a lot cheaper than potions.

Nice.

Another of my old favorites:
The 3.0 DMG had a gray ioun stone that just orbited you, didn't do anything else. I think it cost around 25g? Have a cleric buddy cast Continual Flame on it (or pay to have it done, it's less than 100g IIRC). You have a hands-free, magic item slot-free eternal lightsource.
#29

cafiend

Jun 23, 2006 13:18:24
Going without books so will have to see how the memory works.

Quiver in the Complete Psionics, adds 1d6 of a set energy type to all arrows drawn out. Want to say it wasn't to bad price wise.

Everlasting Rations: ~300gp pouch that make enough food for one person a day. Really only worth it in games where encumbrence/food are closely watched. (ebberon book i think)

Purple Mournload metal: Do your turning level in damage to all undead affected by your turn attempt. Tacks on 500gp to the cost of your holy symbol.

Belt of Dwarvenkind - old one but good one This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects. all for 15k. Compare that to the cost of of Googles of NIght (darkvision 60) for a price of 12k...yea the extra 3k is worth it.
#30

catharz

Jun 23, 2006 14:28:59
Did anyone already list the Belt of Magnificence, from the Miniatures Handbook?

Also, the Skin of Celestial Embrace [Cψ] (1 lb, 48,000 gp). Grants Half-celestial template once per day, for 15 rounds. Once you've got a few HD under your belt, this is truely amazing. In 15 rounds you can use almost all of the half-celestial's spell-likes: Ressurection, Summon Monster IX, Mass Charm Monster, Hallow, 3xHoly Aura, Holy Word, Dispel Evil, Holy Smite, Remove disease, Cure Serious Wounds, Neutralize Poison, Aid, Detect Evil, Bless, and Protection from Evil.
All cast using your HD and ability scores. I'd call that a steal, especially when you factor in Daylight, Smight Evil, and all the other Half-Celestial goodies.
#31

alienfrombeyond

Jun 23, 2006 14:40:46
Every character with a +2 charisma bonus should have a Sudden Stunning Weapon from the DMGII. +2000 for a reflex save to stun? Sign me up. Especially good for Paladins.

Building on that, Holy Surge is nice for an extra 2d6 holy damage Charisma times per day for 2k. Caustic and Flaming Surge are decent for the more typical melee types as they work off of Constitution instead.
#32

hogarth

Jun 23, 2006 15:54:35
Not cheap, but worth every penny: Mirror of Opposition!

(I don't know many DMs who'd let you get away with using that one 4 times/day, though!)
#33

zombiegleemax

Jun 23, 2006 16:11:50
The Quiver of Anariel is a steal for the dedicated archer, especially if your DM will let you replace enhancement bonuses with weapon abiltiies.
#34

gopher

Jun 23, 2006 16:55:43
Heward's Handy Haversack? Its a lot cheaper than equivalent amount of storage in Bags of Holding and has an extra ability to boot.

Second
#35

finbury

Jun 23, 2006 17:47:36
I like the "Headband of Conscious Effort" from Complete Adventurer. For an arcane caster, it's pretty much an auto-success on a Fort save once per day - just what you need for avoiding those pesky Disintegrates and poison items. Don't have a free head slot? Even a slotless version is a bargain - 16k gold IIRC.

Oh, and I'm surprised nobody has mentioned Holy yet. Best weapon enhancement ever - it's pretty much a Bane weapon for 50% of the people you fight, and your weapon is good-aligned for getting around damage reduction? Bargain for just +2.
#36

zendu

Jun 23, 2006 18:19:12
Purple Mournload metal: Do your turning level in damage to all undead affected by your turn attempt. Tacks on 500gp to the cost of your holy symbol.

source? I want this horribly :X
#37

zombiegleemax

Jun 23, 2006 18:21:22
On a similar token, the Magebane weapon enhancement is a deal for a +1 enhancement bonus. Bane against all creatures that cast arcane spells or use arcane spell-like abilities? Sign me up!
#38

logicninja

Jun 23, 2006 18:29:26
Magebane is +2, isn't it?
#39

solbergb

Jun 23, 2006 18:49:09
neth. it costs +2000 to add a reflex save to stun to a weapon. The DC and uses per day are based on charisma. I really can't get more specific without violating the CoC or TOS.

Hm. That looks awfully good on a bard or sorcerer whirling-blade guy.

I know my TK sorceress would love the idea of a sculpted whirling blade that forced a reflex save to stun in addition to just doing damage. Especially since it isn't tied to a +1 enhancement.

The uses per day thing might limit it, depending on how it is worded.
#40

ogs-remix

Jun 23, 2006 19:32:07
Magebane is +2, isn't it?

Magebane is only +1.

All book-based spellcasters should have a Boccob's Blessed Book.

Bead(s) of Force are a little expensive to be spamming, but have an excellent effect.

A Cube of Force is expensive at 62k, but incredibly useful as well.
#41

zombiegleemax

Jun 23, 2006 20:22:49
All book-based spellcasters should have a Boccob's Blessed Book.

Alternatively, you could try using an Aureon Spellshard, from the Eberron Campaign Setting. Half the price, half the capacity, but being made of crystal helps if you don't want to have to pay extra to make it waterproof, fireproof, etc.
#42

broblawsky0

Jun 23, 2006 20:39:13
Iron Bands of Bilarro. Sure, you can only use them once per day, and they can be destroyed, but if the party is properly coordinated, you can have your melee fighter coup de grace your opponent after you've bound him - preferably after he's Quick Drawn a pick or scythe to guarantee your opponent's failure on the appropriate Fort save. Against Big Bads who're vulnerable to critical hits and are Large size or smaller, it's pretty much an instant kill.
#43

umiskatonic

Jun 23, 2006 22:02:22
My personal favorite is the cloak of elemental protection for 1000 gp, out of the miniatures handbook. Resist energy 10 as an immediate action is terrific, especially since you can afford one of these at 3rd-4th level.

Miniatures handbook has a lot of awesomely cheap magic items, it's worth a look.

It's less useful at higher levels, since there are so many awesome cloaks out there, but who cares? Sell it for 500, and move on.
#44

caelic

Jun 24, 2006 9:16:03
It seems like we might have two categories of items here: items which are cheap and effective, and items that are expensive, but SO effective that they're well worth the price. The Belt of Magnificence, f'rinstance, is extremely pricey, but less so than 6 +6 stat items would be...AND it only takes up one slot, as opposed to six.

I'll toss in another nomination. Eternal Wands (from the ECS) can be extremely cost-effective in the long run. My Artificer characters generally use Eternal Wands for many of their low-level Persistent buff spells. I only usually need to cast the spell once per day anyway, so the limitation isn't that significant...and the wand lasts forever, saving me a lot of money in the long run.
#45

rashomon

Jun 24, 2006 9:40:16
If we're going with cheap but good, my vote goes to wands of Cure/Repair Light Wounds/Damage. Amazingly efficient post-fight healing, especially when you have an artificer jacking its power up.

Wand of Rope Trick is also pretty damn useful - it's a stick of Hide From Enemies with 50 uses. Plus, in the Mournland, it's the only way you can heal naturally.

I think someone mentioned feather tokens, but the Tree token, once again, needs to be mentioned. Being able to conjure a tree in a space that is not meant to hold a tree can be very... amusing.

Hey, Caelic, since we're on the topic of getting the most bang for your buck, what about sharing low-level monry-making strategies? I'm fairly sure anyone at level 9 can break the bank by mass-producing walls of iron, but surely there's a low-level way which can generate lots of gp as well?
#46

caelic

Jun 24, 2006 11:29:56
I'd actually prefer to see a dedicated thread for that, Rashomon, with a link from this one; it's such a large topic that I'm afraid it could hijack the thread.

On the subject of wands, a Wand of Flame Blade is just dandy, particularly in campaigns where the DM bans Wraithstrike. It basically does the job of a Brilliant Energy weapon, affects nonliving critters as well, and has the whole cool "lightsaber" thing going for it.
#47

liamdeclan

Jun 24, 2006 12:27:03
It seems like we might have two categories of items here: items which are cheap and effective, and items that are expensive, but SO effective that they're well worth the price. The Belt of Magnificence, f'rinstance, is extremely pricey, but less so than 6 +6 stat items would be...AND it only takes up one slot, as opposed to six.

I'll toss in another nomination. Eternal Wands (from the ECS) can be extremely cost-effective in the long run. My Artificer characters generally use Eternal Wands for many of their low-level Persistent buff spells. I only usually need to cast the spell once per day anyway, so the limitation isn't that significant...and the wand lasts forever, saving me a lot of money in the long run.

Where can I find the book this item is in?
#48

subedei

Jun 24, 2006 12:30:44
It's from the Miniatures Handbook, you can find it on Ebay perhaps?
#49

zombiegleemax

Jun 24, 2006 12:35:32
source? I want this horribly :X

Magic of Eberron pg.141.
#50

eldong

Jun 24, 2006 12:50:09
'Most any sorcerer would give his first-born child for not one, not two, but three more spells known, but the Ring of Theurgy from CA is a mere 20k.

By the way...I'm looking in the Miniatures HB for the Belt of Magnificence...where is it? I don't see it on any lists...
#51

zombiegleemax

Jun 24, 2006 13:15:10
One item I really like and find to be great for any character regardless of class is the Mantle of Second Chances (DMG 2).

You get a 1/day reroll for only 6,000gp.
#52

daken201

Jun 24, 2006 13:20:38
you cant forget the Thought Bottle for shear abusibility with item creation and exp spells
#53

zombiegleemax

Jun 24, 2006 14:14:59
Gloves of Storing: Get the Quick Draw feat for only 2,000 gp.
Crawling Tatoos are a nice way to deliver spells without allowing reflex saves, and the tatoo itself is strong enough that it will probably survive the opponent's AoO. And if they're flat-footed, you've just dealt a lot of damage without giving your target a chance.
#54

eldong

Jun 24, 2006 18:03:40
Building on that, Holy Surge is nice for an extra 2d6 holy damage Charisma times per day for 2k. Caustic and Flaming Surge are decent for the more typical melee types as they work off of Constitution instead.

Oh, yeah...in fact, this is the weapon my character from the Gish contest uses:

+1 Soulforged Starmetal Spell Storing Holy Holy Surge Defensive Surge Sudden Stunning Heavy Flail

I never did finish him, but he usually had a Greater Mighty Wallop and a Greater Magic Weapon running on that baby...
#55

zombiegleemax

Jun 24, 2006 18:17:47
I'd actually prefer to see a dedicated thread for that, Rashomon, with a link from this one; it's such a large topic that I'm afraid it could hijack the thread.

On the subject of wands, a Wand of Flame Blade is just dandy, particularly in campaigns where the DM bans Wraithstrike. It basically does the job of a Brilliant Energy weapon, affects nonliving critters as well, and has the whole cool "lightsaber" thing going for it.

Actually, a wand of Blade of Pain and Fear or Moon Blade would be better, since they don't do energy damage. Ice Axe has better damage.
#56

Lokiyn

Jun 24, 2006 20:43:49
Quiver in the Complete Psionics, adds 1d6 of a set energy type to all arrows drawn out. Want to say it wasn't to bad price wise.

It gets better.

Technically the quivers only work on un enchanted items. The game rules define these items as items posessing a +1 Enhancment bonus or more. Since the item is technically still not enchanted after its round in the quiver and thus can be placed in another quiver you can transfer the arrows to gain an extra 4d6 points of damage (or so, afb now) plus ghost touch from the ghost quiver.

Nother great item is the blade from complete psionic that exists on both the ethereal and the material at the same time. Combined with the ethereal tapestry you can follow the party along and decimate attackers with little or no fear of repraisal. (magical swordblade exists on material while you are safe in the ethereal, and can allso attack with the same blade ethereal targets.)

....

As for cash look at the decanter of endless water.

The decanter has a function
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

So when each member can contribute 2250gp (around 3rd level) you can use the decanter plus the sun to produce a drying pan and gain once again limitless salt.

For 3250 gp each you can get a nice riverine decanter....

And for 18,993gp each you get DA BOMB to hold the world hostage. (make a reversed gravity field from stronghold builders guide to hold it and place a rod of cancellation nearby with the sign "Do not touch sphere with stick")

Or use the water pressure to power small hydro engines.

And now back to my mini net exile...
#57

rhonin_the_big

Jun 24, 2006 21:42:02
My favorite weapon enhancements:

Souldrinking (Book of vile darkness) - Deals 1 negative level per hit! This is why you dont give your PCs negative levels, anything without immunity to death effects can be killed in a few hits ... oh it also deals 2 negative levels, gives 1d8 temporary HP and +2 enhancement bonus to strength all on a crit. Put these in a scimitar and a kukri, sure you spent alot of money on 2 +4 enhancements but its significantly better than wounding.

Furious (Oriental Adventures) - Makes rage greater and greater rage mighty! You can get a +18 strength as a goliath with their barbarian racial sub, reckless rage, 11 levels in barbarian and a dip into frenzied berserker wielding a furious weapon. Price is +2.

Initiative (Oriental Adventures)- Its 10K gp but gives a +2 luck bonus on initiative, a staple in all my PvP builds.

Parrying (Xpanded Psionix)- Its 8k gp but its better than the Ioun stone that does half the effect. +1 insight bonus to AC and ALL saving throws lets you buy the best qualities of the halfling!

I would say some of the items I like, but I was beaten to all of them. Retributive Amulet so he takes half your pain, give dust of sneezing and choking to a rogue and it makes a cursed item useful, thought bottle makes XP components a thing of the past and Belt of Magnificence eliminates the need for dump stats (its actually cheaper than a +6 enhancement and +5 inheritant for 2 stats). The Exoskeleton (Libris Mortis) with the maceblock enhancement (complete warrior) is an easy way to get DR5/- without breaking the bank. The Bow of the Winterymoon and a nightstick or 12 are incredibly useful for cleric archers.
#58

telos_savant

Jun 24, 2006 21:59:46
Iknow this is very braud but most of the weapons and the weapons you make in Weapons of leagacy are WELL worth the price

also a genaric non-magcical weapon that is just too good to be true is the jovar in the planar handbook, it is identical to the great sword except that its threat range is 18-20

oh and i thought that the belt of magnifacence was in heros of battle ?
#59

lostone

Jun 25, 2006 9:11:01
Did anyone already list the Belt of Magnificence, from the Miniatures Handbook?

I would have, but thought we were listing cheaper items. Granted, for the price, it is a huge steal, the next best item costs 180,000gp and affects half as many attributes.
Also, the Skin of Celestial Embrace [Cψ] (1 lb, 48,000 gp).

What book is that? I don't recognize that symbol.
#60

lostone

Jun 25, 2006 9:36:24
By the way...I'm looking in the Miniatures HB for the Belt of Magnificence...where is it? I don't see it on any lists...

There are only 5 pages of magic items in Miniature's Handbook, I'm not sure why you're looking for it in a list. p42, bottom right. Third thing in the Wondrous Items.
#61

ninjadebugger

Jun 25, 2006 10:18:32
What book is that? I don't recognize that symbol.

CPsi
#62

rhonin_the_big

Jun 25, 2006 10:32:45
Boots of Temporal Acceleration (Xpanded psionix) For just 43,200 I have access to the best 6th level psion/wilder power for 2 rounds a day, give that to a cleric and imagine how he could buff himself up!

Psicrown of Astral Legion (xpanded psionix) For 47,250gp I can spit out 9th level Astral Constructs at ML18, insanely useful for anything you need a mindless chunk of ectoplasm to do (such as a flanking partner for a rogue).

Drow Long Knife (races of eberron) - An exotic dagger in shortsword form, this should be on every invisible blade's christmas list.

Drow Scorpion Chain - If you thought spiked chains were nasty, then a spiked chain with a 19-20 crit range should be on every chaintripper's christmas list. Also from Races of Ebberon.

also a genaric non-magcical weapon that is just too good to be true is the jovar in the planar handbook, it is identical to the great sword except that its threat range is 18-20

Holy worg ****, that IS a great weapon! How much does it cost?
#63

Sorxores

Jun 25, 2006 11:21:15
I don't know if it work, but if it does the price his VERY cheap.

In arm and equipement (an old book from 3.0) there his a weapon enchantment called "balanced" wich let you use a weapon one size categorie larger then you.

So a medium caracter can use a double bladed sword has a one handed weapon. giving you the possibiliti to attack with 2 double weapon.

the caracter have a this BaB: 20/15/10/5
for purpose of simplicity I will ignore str bonus, magical bonus and feat bonus
So if the caracter have TWF, ITWF GTWF when using a longsword and a short sword will have this Attack bonus:

18/18/13/13/8/8/5

with 2 double weapon would it become

16/16/14/14/11/11/9/9/6/6/4/4/1 here I explain all those attack

16: first attack with the main hand first blade
14: first attack with main hand second blade
16: first attack with off hand first blade
14: first attack with off hand second blade

11: second attack with the main hand first blade
9 : second attack with main hand second blade
11 : second attack with off hand first blade
9 : second attack with off hand second blade

6 : third attack with the main hand first blade
4 : third attack with main hand second blade
6 : third attack with off hand first blade
4 : third attack with off hand second blade

1 : fourth attack with the main weapon first blade
#64

ninjadebugger

Jun 25, 2006 11:28:06
So a medium caracter can use a double bladed sword has a one handed weapon. giving you the possibiliti to attack with 2 double weapon.

It doesn't work, as double weapons all state you cannot use them as two weapons if you're somehow using them in one hand.
#65

Blade2718

Jun 25, 2006 11:46:46
In OA, there were little eggshell grenades that cost about 10gp a pop, but one of them let you blind your target (no save) and the area around him (DC <15).
#66

zombiegleemax

Jun 25, 2006 12:09:19
THE ROD OF WONDER!!!!! take a halfling sorceror with persistant reduce and hide in a corner growing grass and/or summoning mice/elephants or lightning/fire... or turning your hair purple
#67

zombiegleemax

Jun 25, 2006 13:32:04
Also, the Skin of Celestial Embrace [Cψ] (1 lb, 48,000 gp). Grants Half-celestial template once per day, for 15 rounds. Once you've got a few HD under your belt, this is truely amazing. In 15 rounds you can use almost all of the half-celestial's spell-likes: Ressurection, Summon Monster IX, Mass Charm Monster, Hallow, 3xHoly Aura, Holy Word, Dispel Evil, Holy Smite, Remove disease, Cure Serious Wounds, Neutralize Poison, Aid, Detect Evil, Bless, and Protection from Evil.
All cast using your HD and ability scores. I'd call that a steal, especially when you factor in Daylight, Smight Evil, and all the other Half-Celestial goodies.

Does one have to have Psionics in order to use this item?
#68

ninjadebugger

Jun 25, 2006 13:54:47
Does one have to have Psionics in order to use this item?

No. Not even UPD. It's part of the group of items that are "Wondrous Item" equivalents.
#69

roku

Jun 25, 2006 22:12:01
Friends, fellow Optomizers, emo children who's parents were eaten by demons, I present:

The Holy Supersoaker

First, take a decanter of endless water from the DMG. The Geyser function produces 30 gallons/round. so, thats 8 pints/gallon or 240 pints of water a round. Now, get an item which casts Bless Water continuously welded to this thing. Bless Water's target is one "flask" of water. So, all that water flying out at 240 pints/ round becomes holy water.

Holy Water deals 2d4 damage from 1 pint to undead and evil outsiders.

On geyser that is 480d4 a round to undead and evil outsiders.

For even MORE versatility, add Curse Water on the other side. Push the button appropriate to the enemy you are fighting, watch it melt as if a firehose of acid just hit it.

Cost: 9000g for the Decanter, 2000g for a use activated/continuous item of level 1 spell at level 1 caster level, +1250 for the material component cost.

Total cost for The Holy Supersoaker: 12250g.
Total cost for The Holy+Unholy Supersoaker: 16000g.

We stumbled upon this in a normal D&D session, then killed 4 lvl 17 vampires in 3 rounds. We were level 10.

Our DM cried.
#70

reis

Jun 25, 2006 22:55:09
Friends, fellow Optomizers, emo children who's parents were eaten by demons, I present:

The Holy Supersoaker

First, take a decanter of endless water from the DMG. The Geyser function produces 30 gallons/round. so, thats 8 pints/gallon or 240 pints of water a round. Now, get an item which casts Bless Water continuously welded to this thing. Bless Water's target is one "flask" of water. So, all that water flying out at 240 pints/ round becomes holy water.

Holy Water deals 2d4 damage from 1 pint to undead and evil outsiders.

On geyser that is 480d4 a round to undead and evil outsiders.

For even MORE versatility, add Curse Water on the other side. Push the button appropriate to the enemy you are fighting, watch it melt as if a firehose of acid just hit it.

Cost: 9000g for the Decanter, 2000g for a use activated/continuous item of level 1 spell at level 1 caster level, +1250 for the material component cost.

Total cost for The Holy Supersoaker: 12250g.
Total cost for The Holy+Unholy Supersoaker: 16000g.

We stumbled upon this in a normal D&D session, then killed 4 lvl 17 vampires in 3 rounds. We were level 10.

Our DM cried.

i don't think you can make a continuous effect item of a spell with a material component cost without paying the cost each time you activate it but, if your DM is gullible, maybe.
#71

zombiegleemax

Jun 25, 2006 23:13:17
actually, you can, it just costs the material component *100
#72

eldong

Jun 25, 2006 23:19:52
As a DM, I'd allow it to work on a round-for-round basis...ie: 1 dose per round.

An irritant to a 17th level vampire, at best.

Technically, it is illegal...duration. I mean...ya can't do continuous fireballs...
#73

zombiegleemax

Jun 25, 2006 23:26:42
you cant make continous fireballs because they have an instantaneous duration, but u can make a fireball at will item
#74

eldong

Jun 25, 2006 23:28:01
Like I said...1/round.
#75

ninjadebugger

Jun 25, 2006 23:33:12
you cant make continous fireballs because they have an instantaneous duration, but u can make a fireball at will item

Even "at will" still requires a defined time to activate, whether it be free, swift, move equivalent, standard, or full round action.

As a GM, if a player wanted to make a ring that turned all water passing through it into holy water, I would apply a x100 awesomeness modifier to the price, making the final price 200,000 GP.
#76

zombiegleemax

Jun 25, 2006 23:40:22
refering to my first one
i was just refering to the fact that material components didnt matter
refering to my second one
sorry,im not familiar with the spell, i thought it had a duration
#77

lostone

Jun 27, 2006 11:28:15
Came across some fun ones in Dragon Compendium

Deathglance Locket: If you are being scryed on, you can hit the pesky voyeur for 10d6 damage 1/day. :D A lot cheaper than you'd think for that too.

Warmug of the Ogre Magi: A +2 Mug that only deals nonlethal damage and doesn't spill your drink. Perfect for ballroom brawls.
#78

carnivore

Jun 27, 2006 15:21:50
excellent thread.........i will get a list back tomorrow...but for now here is a short list i have compiled so far:

items:

Arms and equipment guide

phylactery of change 11200gp
allows you to polymorph self with unlimited duration
hat of annonymity 34050gp
gives continuous nondetection and +10 Hide
steadfast boots 6000gp
makes you immune to tripattacks and being pushed back by bull rush attacks, also any melee weapon held is considered set vs charge
blindfold of true darkness 9000gp
gives immunity to gaze attacks spells and Blindsight 60'
bag of endless caltrops 2300gp
gives unlimited supply of caltrops
Mask of lies 17000gp
Change self at will and continuous undetectable alignment and +5 Bluff


DMG

Hat of disguise 1800gp
Disguise self at will..+10 disguise
Hand of the mage 900gp
Mage hand at will
Goggles of minute seeing 1250gp
+5 Search
Eyes of the eagle 2500gp
+5 Spot
Golembane Scarab 2500gp
Detect golems at will , negates golems DR for any of your attacks
Handy Haversack 2000gp
Great ……something you should always have
Gloves of storing 10000gp
Store items
Monks belt 13000gp
Gives AC and unarmed Damage as if a Monk +5 lvls higher
Efficient quiver 1800gp
Must have for any archer



Magic of Faerun

Sunite sash 19600gp
+2 Cha and +2 deflection to AC and Handfire 1/day
moonbracers +3 19100gp
+3 armor bonus and dimension door 1/day
Gwaerons boots 6000gp
Continual pass without trace and always leave no scent
Belt of lions 20000gp
+4 competence all Cha checks and Cha skills related to felines, +10 competence to Move silent and Tumble
Badge of Svirfneblin 17480gp
60’ darkvision, use Blur and change self 1/day,+10 circumstance Hide(in areas of stone)
moonstone mask 12000gp
gives +5 circumstance Listen and Spot
ring of the darkhidden 6700gp
you are not visible to darkvision, but still visible to normal light


Masters of the Wild

Goggles of following 2000gp
+10 competence to Survival(tracking)


Dracominicon

Armor of mobility 16160gp
+2 leather armor gives wearer feat---Mobility


Players Guide to Faerun

Gloves of Taarnahm the Vigilant 10000gp
Gives any weapon you are holding Throwing and Returning weapon qualities
Najjars Cloak of Weaponry 2500gp
Another must have….similar to a bag of holding,except you can store 25lbs of nonliving material with a volume small enough to fit under a cloak
And it will not puncture if sharp weapons are stored there, also you can draw forth 1 weapon stored there per round.


Races of Faerun




Mini Handbook

Scepter of obedience 12500gp
+5 competence Cha checks and Cha skill checks
belt of magnificence 25000gp
+2 Str,+2 Con, +2 Dex, +2Int, +2Wis, +2 Cha


Book of Exalted Deeds

Sacred vessel 2000gp
Water placed in it becomes Holy Water


Ghostwalk

Gloves of the master strategist 3600gp
True strike 1/day and functions like gloves of storing

Complete Adventurer

choker of eloquence (lesser/greater) 6000/15000gp?....i dont have the right price right now
gives +10 Diplomacy,Bluff,Perform(vocal)

:D
#79

hotsake

Jun 27, 2006 16:11:02
Sacred vessel 2000gp
Water placed in it becomes Holy Water

Hmm... brace your Decanter of Endless Water so it shoots into the Sacred Vessel. Now suspend both inside a tube, capped at both ends. Attatch handles to the tube and drill a hole in one of the caps. Water shoots out of the Decanter into the Vessel, becoming holy. The holy water fills the tube and pressure causes it to jet out the end of your Holy Fire Hose!
#80

fendrin

Jun 27, 2006 19:03:25
Hmm... brace your Decanter of Endless Water so it shoots into the Sacred Vessel. Now suspend both inside a tube, capped at both ends. Attatch handles to the tube and drill a hole in one of the caps. Water shoots out of the Decanter into the Vessel, becoming holy. The holy water fills the tube and pressure causes it to jet out the end of your Holy Fire Hose!

This is why physics should never be applied to D&D...

back to the list...

Skin of Ectoplasmic Armor(CompPsi): protects like platemail, but higher max dex and lower ACP and ASF. Also doesn't slow you down. Oh, and you can 'don' it with a standard action, so you can take it off to be stealthy. You can even sleep in it without getting fatigued...

Best yet, it's not actually armor! You can wear it over +1 studded leather with all your favorite abilities tacked on, and a monk can wear it and still use all their abilities...

Price? 3,000 gp. That's less than 1/20th of Bracers of Armor +8...
#81

eldong

Jun 27, 2006 19:37:23
Nice, fendrin! You've just reminded me why I need to look back into psionics!
#82

hogarth

Jun 27, 2006 20:34:46
Cloaker Flute from Savage Species: use any of the abilities of a cloaker with DC 10+(ranks in perform). Useable at will! 27,225 gp.
#83

fendrin

Jun 27, 2006 20:50:05
Nice, fendrin! You've just reminded me why I need to look back into psionics!

Of course, being a Universal Item, anyone can use it.
#84

caelic

Jun 28, 2006 9:34:05
Heh. At one point, I posted a detailed examination of how the simple existence of an item like the Decanter of Endless Water would have world-changing ramifications: every community that could afford one would probably have one, thus drastically cutting down on disease from unclean water and increasing life expectancy. Land that would normally not be irrigable as a practical basis suddenly becomes so; any desert can theoretically be turned into Palm Springs.

That's to say nothing of the Gnomes and their Decanter-powered hydraulic technology. ;)
#85

redeemer_of_ogar

Jun 28, 2006 11:04:35
Heh. At one point, I posted a detailed examination of how the simple existence of an item like the Decanter of Endless Water would have world-changing ramifications: every community that could afford one would probably have one, thus drastically cutting down on disease from unclean water and increasing life expectancy. Land that would normally not be irrigable as a practical basis suddenly becomes so; any desert can theoretically be turned into Palm Springs.

That's to say nothing of the Gnomes and their Decanter-powered hydraulic technology. ;)

Decanters are created by conquest-minded Water Elemental Princes, who are slowly raising the water table of the Prime Material, in hopes of eventually flooding the continents... ;)
#86

womblehunter

Jun 28, 2006 11:07:33
THE ROD OF WONDER!!!!! take a halfling sorceror with persistant reduce and hide in a corner growing grass and/or summoning mice/elephants or lightning/fire... or turning your hair purple

Our DM recently passed our party...

A Rod of Twinned Wonders. That's right, roll twice, take both results.

We're not keen on using it.
#87

caelic

Jun 28, 2006 11:18:10
Decanters are created by conquest-minded Water Elemental Princes, who are slowly raising the water table of the Prime Material, in hopes of eventually flooding the continents... ;)

...but by doing so, they unwittingly provide a balance to the Spheres of Annihilation which could, in theory, eventually lower that water table to nothing.

For the same reason, I'm pretty sure there must be Decanters of Endless Air out there--the planet still has an atmosphere. ;)
#88

tsuyoshikentsu

Jun 28, 2006 13:03:42
Actually, that's the reason that my games are set in a pseudo-medieval period and not overrun by plague and filth.
#89

tarbrush

Jun 28, 2006 14:33:16
Actually, there isn't a decanter of endless air anywhere, or anything even like it. I searched high and low to find one to ventilate a dungeon. No dice.

Bear in mind that things like the everful larder would also eliminate hunger, bags of devouring for perfect waste disposal, cure disease items to eliminate sickness. Why aren't D&D worlds paradises?

I blame gnomes :D
#90

zombiegleemax

Jun 28, 2006 15:05:50
Actually, there isn't a decanter of endless air anywhere, or anything even like it. I searched high and low to find one to ventilate a dungeon. No dice.

Well, a Bottle of Air from the DMG is the closest I can find. Combine that with a Bag of Holding and you have a pretty handy means of moving the party around. I can't count the number of times I've had to beat a hasty retreat with the rest of my party stuffed into a bag of holding. It's also pretty hilarious when a surprised bad guy finds himself suddenly facing a whole team of adventurers popping out of a bag.
#91

vanigo

Jun 28, 2006 23:18:37
The eager ability in the A&EG (pg 96). Gives you a +2 typeless initiative bonus even when you're not wielding it - even if you never do wield it. (You can also draw it as a free action even if you don't have Quickdraw, but no one cares about that.) A +1 eager dagger is only 18,000.

The bonus is extremely modest, but the price can't be beat: Carrying a single targath arrow (Ebberon CS, pg 127) gives you a +2 resistance bonus to fort saves against disease for a measely three gp.
#92

surreal

Jun 29, 2006 1:04:28
Why aren't D&D worlds paradises?

I blame gnomes :D

Sheesh, you create one decanter of endless sovereign glue and look at the rap it gets you... :D
#93

fendrin

Jun 29, 2006 6:34:20
Sheesh, you create one decanter of endless sovereign glue and look at the rap it gets you... :D

Now THAT would be a useful item... just be sure to carry a lot of Universal Solvent "just in case".
#94

rhonin_the_big

Jun 29, 2006 9:52:07
Portable Hole - Put that on a heavy shield and just shield bash people until they pay you to let them out, and if they dont pay you they will suffocate on the astral plane to death. My DM and his friend had that, it worked surprizingly well.
#95

zombiegleemax

Jun 29, 2006 10:51:57
I don't usually post in the CO board, but I love reading here because I know I'll laugh. Thanks, guys.

Anyway, I submit the Cape (Cloak?) of the Mountebank.

One D-Door per day, for only 10,800. It's not good for long distance travel, but it gets you out of jail cells, grapples, many difficult situations. An excellent item for any class.

I also always thought the Wind Fan looked neat, but I've struggled to figure out a situation when a gust of wind would be useful.
#96

arismir

Jun 29, 2006 12:14:24
I'm amazed that the Strand of Prayer Beads [-Bead of Smiting] hasn't been mentioned. It's 9,000 gp to add +4 caster level for 10 minutes/day. Any divine casters can't really top that.

I'd also like to third the Handy Haversack and second the Rod of Lesser Extend.
#97

carnivore

Jun 29, 2006 14:22:20
I'm amazed that the Strand of Prayer Beads [-Bead of Smiting] hasn't been mentioned. It's 9,000 gp to add +4 caster level for 10 minutes/day. Any divine casters can't really top that.

actually the cost is 20000gp:

notice:
Strand of Prayer Beads: This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them.

Each strand includes two or more special beads, each with a different magic power.

Special Bead Type Special Bead Ability
Bead of blessing Wearer can cast bless.
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
Bead of summons Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for one day. (If the wearer uses the bead of summons to summon a deity’s emissary frivolously, the deity takes that character’s items and places a geas upon him as punishment in the very least.)
Bead of wind walking Wearer can cast wind walk.

A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.

Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.

Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/ deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order’s wrath, or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater).

the value is equal the amount you would have to reduce a Full set if that single bead were missing...thus its price


:D
#98

gryftir

Jun 29, 2006 14:51:12
Actually, I'm not sure, but I think a Bead of Karma may cost nothing.

You reduce a string of prayer beads by the amount of the missing bead
Price of Standard Prayer Beads (smiting, healing, Karma) is 25,800 gp
reduce for no smiting 16,800, reduce for no healing 9000. Cost is 0.

Even if you only do the reduction once, you removing the smiting, and a strand with Karma and healing costs 9,000 gp.
#99

kuroi_kenshi

Jun 29, 2006 15:18:20
Great thread Caelic. Sadly all the items I thought of have already been listed =o
#100

thevatican

Jun 29, 2006 15:19:15
The Angelskin item that allows you turn into a half celestial for 15 rounds, what book is that found in?

Thanks.

Also a good weapon enchantment is Wrathful healing, though I am not sure if DM's allow it. It acts like the old 2nd edition ring of regeneration, except that you only heal for half the damage you deal. it is like a +2 or +3 enchantment as well.
#101

caelic

Jun 29, 2006 15:27:24
It's definitely getting to the point where we're going to need an index--I notice that some items are starting to get repeated.

I'll see if I can work one up a little later tonight.
#102

khelvaster

Jun 29, 2006 17:40:30
Amulet of continuous Shield.

+4 shield bonus to AC and continuous magic missile protection, all for the price of 3,000. What's not to like?
#103

necroblivion

Jun 29, 2006 17:47:02
Amulet of continuous Shield.

+4 shield bonus to AC and continuous magic missile protection, all for the price of 3,000. What's not to like?

What book is the rules for making continuous magic items in? I would like to look into that, because for a measly 3k, that is broken.
#104

subedei

Jun 29, 2006 17:48:00
Amulet of continuous Shield.

+4 shield bonus to AC and continuous magic missile protection, all for the price of 3,000. What's not to like?

Isn't that a custom item? Isn't that an example of why you can't make a custom item from any spell you like?
#105

Skrimshaw

Jun 29, 2006 20:56:59
Originally Posted by PhoenixInferno
Heward's Handy Haversack? Its a lot cheaper than equivalent amount of storage in Bags of Holding and has an extra ability to boot.




Fourth
#106

gryftir

Jun 29, 2006 22:59:51
Partial list, somebody with more time can continue

Weapon Enhancements
Blurstrike pg. 170 RotW +2
Smoking pg. 180 Lords of Darkness +1
Splitting pg. 42 Champions of Ruin +3
Sudden Stunning pg. 261 DMG II +2,000

Rods
Metamagic Extend, Lesser pg. 236 DMG 3,000 gp


Wonderous Items and Rings
Admiral's Bicorne pg. 131 StormWrack 51,000 gp Multiple bonuses
Candle of Invocation pg. 251 DMG 8,400 gp prepare spells as if two levels higher
Collar of Umbral Metamorphosis pg. 156 ToM 10,800 gp continuous 22,000 gp get shadow template
Dust of Sneezing and Choking pg. 275 DMG 2,400 gp
Flesh Ring of Scorn pg. 115 BoVD 8,000 gp auto confirm crit against good people
Monk's Belt pg. 248 DMG 13,000 gp + 5 monk levels armor and unarmed damage, +1 stun fist
Orange Ion Stone pg. 260 DMG 30,000 gp + 1 caster level
Quaal's Feather Token – Tree pg. 264 DMG 400 gp
Retributive Amulet pg. 116 BoED 56,000 gp shield other on people that hit you
Ring of Arcane Might pg. 144 CArc pg. 20,000 gp + 1 caster level
Ring of Sustenance pg. 233 DMG 2,500 gp 2 hours of sleep, no need to eat
StarMantle Cloak pg. 116 BoED 132,000 gp immune to non magic attacks, half damage from magic attacks on reflex save
Teeth of Dahlver-Nar, Savnok pg. 79 ToM 2,000 gp (move normal speed despite armor or load)
#107

caelic

Jun 29, 2006 23:12:15
I really would prefer to avoid the issue of custom items in this thread, because the guidelines for making them are just that--guidelines--and what's allowed varies so widely from campaign to campaign. There may be campaigns out there that allow continuous items of True Strike for 2,000 gold, but there are many more that don't.

Let's focus on existing items and leave the custom items to the discretion of each individual DM.
#108

Nezkrul

Jun 30, 2006 4:14:33
That epic rod that gives you free xp to spend on epic spells you cast, or you can sac it for more xp to research an epic spell.... generally its cost is less than the cost of the xp you'd spend on an epic spell that you research... totally broken if you craft one of these first, then research a large xp epic spell... free of xp charge... basically you "buy" experience with money.

ELH.
#109

finlos

Jun 30, 2006 20:13:42
I haven't seen this posted yet, so I figured I'd add it:

Ring of Freedom of Movement. for 40K (a little overpriced, and no warhammer jokes either please) and it gives continuous protection from paralysis, Solid Fog, Slow, and Web to name but a few effects. It also makes you immune to grappling, which is really, really nice.

Finlos
#110

phoenixinferno

Jun 30, 2006 20:28:43
The item of Continuous Shield has been made an item called a Shield Brooch. I believe is in Magic of Faerun.
#111

the_taken

Jun 30, 2006 21:40:41
The item of Continuous Shield has been made an item called a Shield Brooch. I believe is in Magic of Faerun.

Nope. DMG. Forgot the page off the top of my head, but I saw it just the other day.
#112

fendrin

Jun 30, 2006 23:44:03
The item of Continuous Shield has been made an item called a Shield Brooch. I believe is in Magic of Faerun.

Nope. DMG. Forgot the page off the top of my head, but I saw it just the other day.

Don't forget that the shield brooch only defends against Magic Missle, it doesn't give the AC bonus that the spell does. Thus it is a similar item, but not the same.
#113

the_taken

Jun 30, 2006 23:49:34
Don't forget that the shield brooch only defends against Magic Missle, it doesn't give the AC bonus that the spell does. Thus it is a similar item, but not the same.

So it's not a steal without a rogue, then.
#114

skyrocket

Jul 01, 2006 8:12:49
I always liked Gem of Elemental Summoning. When a non-spell caster needs help or a distraction in a pinch nothing beats and earth or fire elemental.

For non-magic items I suggest Silent Shoes. A +1 one to Move Silently for only 10gp (AaEG). It's a nice stop gap until one can afford boots of Elvenkind and can help make non-sneaky types more stealthy.
#115

zombiegleemax

Jul 01, 2006 10:25:47
Iknow this is very braud but most of the weapons and the weapons you make in Weapons of leagacy are WELL worth the price

also a genaric non-magcical weapon that is just too good to be true is the jovar in the planar handbook, it is identical to the great sword except that its threat range is 18-20

oh and i thought that the belt of magnifacence was in heros of battle ?

You think the Jovar is good then check out the sharktooth staff in Savage Species. It's 2d6 X3 and allows you to make a free grapple (no AOO) on anyone you hit. On subsequent rounds, you can deal normal weapon damage without having to roll against the person you grappled.
#116

eidolon_faer

Jul 01, 2006 11:02:27
Crossbow of Distance +1, 8,000 gold.
50 Bolts of Spell Storing +1, 8,000 gold.
Wand of True Strike, 750 gold.
Ability to shoot people with spells at 1,000 foot range? Priceless.


Quiver of Ehlonna...AKA "The Golf Bag" for 3.5.


Dust of Sneezing and Choking, 2,500 gold. Best used by Hexblades and Pious Templars (with Mettle).


Lyre of Building and a Homonculous. "Behold, for I, Bardzilla, have created for you this ENTIRE CITY..."


Corrosive Adamantine Dagger +1. 11,002 gp. Never make another lockpicking roll...and steal the lock when you go. Just cut it out of the door and plunk it in the portable hole.


Rings of Spell Storing are pricy, but the ability to swap self-only buffs between party members is hugely nasty.


There's also an item in Complete Adventurer, forget the name, that casts Identify 1/day and gives +5 on Appraise. VERY handy if you're sick of paying for those 100gp pearls.
#117

subedei

Jul 01, 2006 12:47:27
Lyre of Building? Where's that from?
#118

catharz

Jul 01, 2006 12:55:27
Lyre of Building? Where's that from?

IMAGE(http://home.flash.net/~brenfrow/3e/dmg.jpg)
#119

hotsake

Jul 01, 2006 14:16:57
lol
#120

logicninja

Jul 01, 2006 14:25:39
You think the Jovar is good then check out the sharktooth staff in Savage Species Cheeses. It's 2d6 X3 and allows you to make a free grapple (no AOO) on anyone you hit. On subsequent rounds, you can deal normal weapon damage without having to roll against the person you grappled.

Fixed that for ya.
#121

chrisasmadi

Jul 01, 2006 14:35:59
+X Mithral Twilight Chain Shirt. Armor for anyone(except Monks or Ninjas). No Check Penalty, no ASF, no movement penalties.
#122

thaumaturgist

Jul 01, 2006 14:48:38
Hell, I'm gonna get me one of those. That's just NASTY.

Oh yeh, Most of the stuff out of BoED such as:

Soulfire (+4 enchantment) Everyone should have one of these! Even if it's like "Soulfire bracers of armor +1" and then wearing a fullplate +5. Complete set of immunities for the win!
#123

yargon

Jul 01, 2006 15:11:26
What about masterworked tools (50gp PHB) they add +2 to any skill you buy it for.
examples we've used.
Tobins spirit guide (book) +2 Knowledge(Arcana)
Rosary +2 concentration
stethoscope +2 heal

all these bonues are curcumstance if i remember but i'm AFB
#124

zombiegleemax

Jul 01, 2006 15:28:02
ill tell you what's a bargain item. a rock. thats right, they cost next to nothing, and they are so common you can practically find them lying around! and think of all the uses. free ghost sound!, make a bag of coins feel heavier than it is, or throw it at a guy really hard and watch him go ouch!!!! and if you are a halfling, you get a +1 to your roll on the "ouchiness" check!
#125

zombiegleemax

Jul 01, 2006 16:06:18
you know what, that sounded a hell of a lot funnier in my head. im an idiot...
#126

zendu

Jul 01, 2006 16:22:07
the free ghost sound isnt bad.

how about counterweight for trap holding pricless treasure.
#127

zombiegleemax

Jul 01, 2006 16:26:41
thats it, im starting a new thread, "how to optimize a rock". but on the other hand, its pretty much a given that all the cretins here will have the rock greater psionic hideous blow arcane striking for 12,750 damage a... hit? do rocks hit?
#128

zendu

Jul 01, 2006 16:26:57
There's also an item in Complete Adventurer, forget the name, that casts Identify 1/day and gives +5 on Appraise. VERY handy if you're sick of paying for those 100gp pearls.

Monocle of Perusal. That is indeed tasty.

spool of endless rope aint bad either.
#129

zombiegleemax

Jul 01, 2006 19:24:07
spool of endless rope aint bad either.

An endless spool of rope would be good if it was endless, and not just a small bag of holding with 500' of rope in it...
#130

fendrin

Jul 01, 2006 19:42:55
An endless spool of rope would be good if it was endless, and not just a small bag of holding with 500' of rope in it...

Um, it is better than that... the endless spool ALWAYS has it's 500', even if you cut off part of it (like if someone is following you up the rope, you can cut it off and they fall, and hey, you still have 500' of rope. Or if you are just in a hurry or lazy and don't want to untie a knot.
#131

tleilaxu_ghola

Jul 01, 2006 20:24:29
thats it, im starting a new thread, "how to optimize a rock". but on the other hand, its pretty much a given that all the cretins here will have the rock greater psionic hideous blow arcane striking for 12,750 damage a... hit? do rocks hit?

They'd be an improvised weapon... and actually I ran a campaign where our master thrower ran out of daggers and started using rocks to kill people. With power-throw, palm throw, weak spot, and a few spells you can actually do quite a bit of damage with some rocks.

We're talking like 100+ damage though... not in the thousands.
#132

skyrocket

Jul 01, 2006 20:30:22
+X Mithral Twilight Chain Shirt. Armor for anyone(except Monks or Ninjas). No Check Penalty, no ASF, no movement penalties.

What book is Twilight in?
#133

zombiegleemax

Jul 01, 2006 20:31:36
What book is Twilight in?

Book of Exalted Deeds
#134

tleilaxu_ghola

Jul 01, 2006 21:15:35
What book is Twilight in?

It's also listed in the PHB 2. (In a sidebar on the duskblade page).
#135

eidolon_faer

Jul 02, 2006 0:34:02
Twilight was also mentioned in one of the Eberron supplements I believe. It's been reprinted several times.
#136

coreyzat

Jul 02, 2006 10:32:29
I like dust of dryness.

For those DM's that won't let you create gallons and gallons of holy water in one round (see previous posts), you can create holy water on your "off" days and store them as pellets with dust of dryness. Then use the pellets as slingstones and essentially drench any bad guy in holy water (deals 4000 pts damage)

It could also be used by an assassin. Cast an illusion to make the pellet look like a grape and wait for the target to bite into the "grape". I have to assume that 100 gallons on water suddenly appearing inside your mouth could probably kill you pretty quickly.
#137

gryftir

Jul 02, 2006 15:43:25
I wonder if you could open a dust of dryness pellet inside a forcecage your BBEG is in.
#138

catharz

Jul 02, 2006 18:44:42
Apparently a +1 Skillfull table is a badass weapon. Especially for low-BAB types.
#139

rhonin_the_big

Jul 02, 2006 19:53:42
Poison ... nobody thought of poison? With the right kind of poison you can make any target not immune to poison more vulnerable to anything: put con-damaging poison on your monk's fists (assuming he's at high-enough level to get immunity) and the target becomes more vulnerable to his stunning. Put wis-damaging poison (book of vile darkness) on the sword of a warforged hexblade and the target becomes more vulnerable to Hexblade's Curse. Poison makes combat go by much easier if they fail the saves, almost any character with the right race or class can use it without risk of poisoning themselves, and it also makes a tasty beverage for stonechildren.

spool of endless rope aint bad either.

Put that at the end of a Harpoon, hurling charge +Knockback ... you got him right where you want him!

What about masterworked tools (50gp PHB) they add +2 to any skill you buy it for.
examples we've used.
Tobins spirit guide (book) +2 Knowledge(Arcana)
Rosary +2 concentration
stethoscope +2 heal

all these bonues are curcumstance if i remember but i'm AFB

They dont work for every skill, my group had a big discussion about what skills dont have masterworked tools for. 2 best examples would be Iaijutsu Focus tool and Autohypnosis tool, what would they be? And how good of a samurai are you if you need a tool to focus your ki?
#140

eldong

Jul 02, 2006 20:02:19
Iajutsu could easily benefit from a custom sheath (I forget what the Japanese term is), while anything specially designed to focus on works for autohypnosis...ever seen the bigtime patterned mosaics the middle easterners use? (I forget what they're called, too...going senile, I swear!) That's exactly what they're for.
#141

eidolon_faer

Jul 02, 2006 20:32:30
Dunno about Middle Easterners, but Oriental tradition calls such things Mandalas.
#142

eldong

Jul 02, 2006 20:39:55
Dunno about Middle Easterners, but Oriental tradition calls such things Mandalas.

That's the word I was looking for...and I'm pretty sure they're Mandalas anywhere...but I've seen a lotta Indian ones.

I could be wrong, but I think that's where they originated...and moved east with Hinduism.
#143

zendu

Jul 02, 2006 23:37:21
If were going for poison, weapon capsules (CA) are a must, you can use three poisons at once!!!

As far as optimizing a rock goes, i think there was an infinate attack loop in 3.0 involving halfling skiprocks.
#144

encard

Jul 03, 2006 2:45:24
Obdurium, from the Stronghold Builder's Guide. It's basically improved adamantine - 60 HP/inch, hardness 30, double the price. Good for when you really don't want something - say, your weapon - being sundered by a random thug. Not particularly expensive at high levels.

Aurorum is also good for weapons, as it will allow you to fix a sundered weapon without much difficulty. Fairly cheap, too. Book of Exalted Deeds.
#145

andrew

Jul 03, 2006 3:35:35
Shaders, from page 103 of Races of Eberron. Wooden sunglasses, like the snow goggles here, that cost 1 sp. They impose a -1 penalty on Spot checks, but completely nullify light sensitivity, such as that which orcs have.
#146

Todd

Jul 03, 2006 11:00:53
I really like the Easy Traveling armor special ability from Heroes of Battle. It’s cheap, +1500 GP, and, among other things, allows one to carry a medium load as if it were light. That’s a really cool thing for Warmage, Beguiler, & other builds who can wear light or better armor but typically don’t have a reasonable Str score. Those Str 8 builds suddenly become a lot more bearable. ;) :P
#147

zombiegleemax

Jul 03, 2006 19:52:54
sundark goggles from Races of Dragon fix light blindness too, without that nasty -1 to spots. costs about 25-30 gp but gives +1 to gaze saves too. Beginning of the magic and equipment chapter.

otherwise, I'm a fan of the common household dagger. Keeping one of those around is the ultimate tool. It slices, it dices, it jams doors, severs ropes, stabs the annoying guy next to you, delivers contact or injury poison, keeps your important papers from blowing off the table in a random breeze, opens purse strings for your perusal, applies leverage in certain diplomatic circumstances... there's probably a thousand and one uses for a dagger... last week I performed surgery with one (party cleric +heal skill)

daggers: everthing you'd ever need.
#148

tsuyoshikentsu

Jul 03, 2006 20:58:41
sundark goggles from Races of Dragon fix light blindness too, without that nasty -1 to spots. costs about 25-30 gp but gives +1 to gaze saves too. Beginning of the magic and equipment chapter.

Ony 10, I believe, and I think its +2 against gazes.
#149

catharz

Jul 03, 2006 21:13:48
As far as optimizing a rock goes, i think there was an infinate attack loop in 3.0 involving halfling skiprocks.

Couldn't a Master Thrower with Rocochet, Snatch Arrows, and buffeting fist grafts rocochet a rock of boomerang into himself, snatch it, hit his target again, etc? Only gives ~1+Dex extra attacks, but that isn't bad.
#150

delg_ironhammer

Jul 04, 2006 9:37:43
I like the Strand of Prayer Beads without the Bead of smiting. Gives you a free curing from blindness/deafness/Disease per day and 10 minutes of +4 Caster Level.... usually the I win button as long as you can cast Holy word with it, but also very usfull in Boss fight for SR and more damge/Healing and all that for just 9.000 GP. A true steal.
#151

zombiegleemax

Jul 05, 2006 8:40:13
+X Mithral Twilight Chain Shirt. Armor for anyone(except Monks or Ninjas). No Check Penalty, no ASF, no movement penalties.

And druids.
#152

thanatos42

Jul 05, 2006 9:32:42
Ya - who cares about that pesky oath to nature anyways?
#153

ronyon

Jul 05, 2006 10:55:39
I really like the Easy Traveling armor special ability from Heroes of Battle. It’s cheap, +1500 GP, and, among other things, allows one to carry a medium load as if it were light. That’s a really cool thing for Warmage, Beguiler, & other builds who can wear light or better armor but typically don’t have a reasonable Str score. Those Str 8 builds suddenly become a lot more bearable. ;) :P

This would be perfect for a flying mount!
Also good for my typical Rogue/Cleric builds.
#154

fanged_fremont

Jul 05, 2006 12:48:13
I don't think anyone has mentioned a wand of lesser vigor. 550 hitpoints for 750 gold, it's the most cost effecicient between battle pick me up. Be sure you have time to do it though, in higher levels it may take 20+ minutes to heal the party meatshield.

I know we're not suppose to be talking about custom items, but a bead of prestidigitation at 2000 gold is a steal. Keep it on your person and benefit from the wonders of presto all day.

They'd be an improvised weapon... and actually I ran a campaign where our master thrower ran out of daggers and started using rocks to kill people. With power-throw, palm throw, weak spot, and a few spells you can actually do quite a bit of damage with some rocks.

We're talking like 100+ damage though... not in the thousands.

So he had weapon focus (Rock). How handy.
#155

ronyon

Jul 05, 2006 15:52:11
Runes.

I have yet to play with them, but I am baffled as to why they dont dominate the magical equpment of any Ops Board Ferune build.
If I understand them right, a single use Rune is like a Potion, only it can use any spell including personal spells.
If Runecasters are in the setting, they can create Runes that are triggered by
touch, or even just attemting to comprehend them!
They also can make Charged Runes,Charges Per Day Runes,and Permanent Runes.
A Cleric/Runecaster with the Spell Domain can create Divine Runes of almost any Arcane spell, as well as all his clerical spells.
The high level Runes can get expensive, but there is a kicker.
Creation of all the Runes that a a Runemaster can make is covered in a set of RULES that are presented with the Prc.
These RULES closely follow the Spell Level x Caster Level X $ GUIDELINES, presented in the DMG, without refencing them, and without ever mentioning the alternate Bonus Squared formulas that the DMG GUIDELINES use.

The implications are obvious, so I am left to wonder if I have missed an Errata (My computer cant read them) or if I am some how refencing an outdated (3.0) Prc.

What say youse guys?
#156

zombiegleemax

Jul 05, 2006 19:37:17
The Runecaster is indeed very powerful. I've personally been kicking around the idea of a Runecaster Handbook in my mind, ever since I designed an epic Archivist / Runecaster for an arena battle near the beginning of the summer. Permanent runes of spells like Lightfoot, Rhino's Rush, Lesser Vigor, Guided Shot, Swift Haste, etc are all dynamite, and you can even get miles of use out of the mid level spells, like Favor of the Martyr, Sheltered Vitality, and the omnipresent Divine Power.

However, I do feel compelled to mention two things. First, the Runecaster IS 3.5, as it was updated in the PGtF. Second, Anyspell will not let you create runes of arcane spells. Though it allows you to memorize an arcane spell in a divine slot, the spell's nature remains arcane, and runes can only hold divine spells. If your DM allows Dragon material, the Alternative Spell Source feat would work, IIRC.
#157

phaedrusxy

Jul 05, 2006 19:45:26
Second, Anyspell will not let you create runes of arcane spells. Though it allows you to memorize an arcane spell in a divine slot, the spell's nature remains arcane, and runes can only hold divine spells. If your DM allows Dragon material, the Alternative Spell Source feat would work, IIRC.

If this were true, then a cleric with the Spell domain could qualify for Mystic Theurge with no arcane caster levels.
#158

ronyon

Jul 05, 2006 20:07:53
Uh,what PhaedrusXY said.
Look I dont want to hijack a great thread with a minor point, so I wil leave it with this: It is less broken to cast a few arcane spells as divine then it is to allow pure divine casters to cast arcane spells.
Besides said Runes cost way more than their Arcane counterparts, since it takes a 5th level cleric using a third level slot to cast a second,first or 0 level arcane spell.

On differnt note, I find myself torn between an Archavist/Runecaster and a Clostered cleric of Spell and Rune/Rune caster.
Anyspell makes the choice for me, but only by a little, since an Archavist is much tougher than a Cloisterd Cleric.
#159

caelic

Jul 05, 2006 21:25:01
Can we just agree that runes are a great bargain (if available) and save the debate for a different thread? It's an interesting topic, to be sure, but I really would like to keep this thread going on track--the response has been much better than I thought it would be when I first posted it, and I'd hate to see it get bogged down.
#160

zombiegleemax

Jul 06, 2006 9:32:53
Poison ... nobody thought of poison? With the right kind of poison you can make any target not immune to poison more vulnerable to anything: put con-damaging poison on your monk's fists (assuming he's at high-enough level to get immunity) and the target becomes more vulnerable to his stunning. Put wis-damaging poison (book of vile darkness) on the sword of a warforged hexblade and the target becomes more vulnerable to Hexblade's Curse. Poison makes combat go by much easier if they fail the saves, almost any character with the right race or class can use it without risk of poisoning themselves, and it also makes a tasty beverage for stonechildren.

Poisens are fun, but I've always found them prohibitavily expensive, hard to acquire, and easy to save against.
Even my D.S. Bard, a concept designed almost exclusively to use poisen often and always, had trouble coming up with the funds and material necessarry to create the stuff, at 1/4 the cost and half the time.
Creating the necessarry poisens to off my party took nearly the entire campaign, over 5000gp (5 doses) to create (that's 20,000 for the rest of you, or 40,000 to buy), and with an average save of 20-25.
All that, and I never go to use it. (They ran off and abandonded me in the wilderness. For some reason, no one trusted me?)
#161

zombiegleemax

Jul 06, 2006 17:20:29
the runecaster reminds me of the assassin from diablo 2. bc you can make a rune on a chunk of stone that does activates when passed 5 charges/day lightning bolt. its expensive i know, but you can carry them in your backpack, quick draw 5 of them, and then wait for the enemy to charge you. the second the BBEG passes the runes, he gets 5 10d6 lighning bolts up his ass. makes me want to play a runecaster artificer
#162

mal20

Jul 07, 2006 4:50:20
I'm not sure if it stayed the same in 3.5, but in 3.0 Boots of Striding & Springing (2500gp, +10 Jump & double your speed) are pretty tasty. A first level Pear;l of Power is great for only 1000gp, especially when used by a 7-9 level Wizard on a Magic Missile spell. You can never have too many Magic Missiles...
#163

zombiegleemax

Jul 07, 2006 7:14:48
I'm not sure if it stayed the same in 3.5, but in 3.0 Boots of Striding & Springing (2500gp, +10 Jump & double your speed) are pretty tasty

Nope.
#164

zombiegleemax

Jul 07, 2006 17:57:38
Yeah, sadly, da boots got nerfed pretty hardcore in 3.5 AND doubled in price. Something doesnt make sense to me.
#165

arismir

Jul 07, 2006 19:23:19
Yeah, sadly, da boots got nerfed pretty hardcore in 3.5 AND doubled in price. Something doesnt make sense to me.

Kinda like how Wings of Flying went from 5,400 to 50,000. I had the great luck of finding a pair in 3.0 and watching my wealth quadruple as I was converted into 3.5.
#166

phoenixinferno

Jul 07, 2006 19:26:29
Have we made an index of the gear suggestions yet?
#167

myusernameis

Jul 08, 2006 3:19:12
I do not know if it has been mentioned but a +1 Twilight Mithral Shirt is a damn good deal for a character that suffers spell failure.
#168

duncandun

Jul 08, 2006 8:08:48
Not exactly magical, or expsensive but... possibly one of the most useful items in the game.

Smoke bomb... 20 gp. weight... not important.

Free action to use... creates an instant 20 foot wide, by 20 foot tall cloud of smoke, like the darkness spell.

Only it's not magic and can't be dispelled.

Broke item.
#169

zombiegleemax

Jul 08, 2006 12:15:26
Is the bow of winterymoon the one that adjsut its pull to the owner str? If so which book is it from?
#170

rhonin_the_big

Jul 08, 2006 20:36:43
Is the bow of winterymoon the one that adjsut its pull to the owner str? If so which book is it from?

Complete Divine, you need True Believer (Corellon Laerthain) and at least 6HD to use it (I think). Useful for cleric/archers.
#171

gingerbreadman

Jul 08, 2006 22:22:10
Not exactly magical, or expsensive but... possibly one of the most useful items in the game.

Smoke bomb... 20 gp. weight... not important.

Free action to use... creates an instant 20 foot wide, by 20 foot tall cloud of smoke, like the darkness spell.

Only it's not magic and can't be dispelled.

Broke item.

For the low level campaign I present: The thunderstone. For 30gp ranged DC15 save or be deafened and 20% chance to lose a spell.

My BBEG for the party was the classic evil mage, and the lvl 6's had no problems dispatching him, as they continuously chucked thunderstones at him.

*ADD* Btw, thats a fort save, so this could be useful vs casters even in the mid-ranges :D
#172

lostone

Jul 09, 2006 8:46:19
Not exactly magical, or expsensive but... possibly one of the most useful items in the game.

Smoke bomb... 20 gp. weight... not important.

Free action to use... creates an instant 20 foot wide, by 20 foot tall cloud of smoke, like the darkness spell.

Are you talking about the smokestick?
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

It is the only thing similar to it that I am aware of. If it is the same thing (and you're looking at the 3.0 version), then it has been nerfed, because it does not say it is a free action so would probably be a move or standard action to use it.
#173

zombiegleemax

Jul 09, 2006 11:54:58
Antimagic Torc for those fighters out there. Necklace that grants an antimagic field for 110 minutes a day.
#174

hunter4242

Jul 09, 2006 18:17:13
One of these has already been mentioned, but-

Everlasting Rations (Heroes of Battle, 350gp?) and Replenishing Skin (Sandstorm, 1000gp), give you the net effect of a ring of sustenance for less gold and they don't take up any item slots.
#175

Blade2718

Jul 09, 2006 18:24:07
One of these has already been mentioned, but-

Everlasting Rations (Heroes of Battle, 350gp?) and Replenishing Skin (Sandstorm, 1000gp), give you the net effect of a ring of sustenance for less gold and they don't take up any item slots.

You neglected the part of the ring that allows you to act on 8 hours rest with only 2 hours.
#176

zombiegleemax

Jul 09, 2006 19:42:47
Iajutsu could easily benefit from a custom sheath (I forget what the Japanese term is), while anything specially designed to focus on works for autohypnosis...ever seen the bigtime patterned mosaics the middle easterners use? (I forget what they're called, too...going senile, I swear!) That's exactly what they're for.

I know it's a little late, but a katana sheath is a tsuba.
#177

eldong

Jul 09, 2006 19:57:05
I know it's a little late, but a katana sheath is a tsuba.

Thank you. Better late than never.
#178

subedei

Jul 09, 2006 20:45:54
'Tsuba' is the hand guard, 'saya' is the sheath.
#179

zombiegleemax

Jul 09, 2006 20:50:21
'Tsuba' is the hand guard, 'saya' is the sheath.

Eep. >.< Sorry about that. -Was sure he had the wrong one-
#180

lostone

Jul 10, 2006 7:08:40
You neglected the part of the ring that allows you to act on 8 hours rest with only 2 hours.

Which is the main reason every spellcaster in our group gets one ASAP, but they usually pay double and get it as a slotless item, something they keep in a pouch.
#181

lostone

Jul 10, 2006 7:21:24
The replenishing skin is nifty, but I'm guessing in the desert that's enough for one medium creature. If you have a mount you'll need more, if you are in a party with mounts you'll need more. In that case the Decanter of Endless Water is only 9000gp and gives unlimited water with no wait for more. Plus you can barter with it, filling a villages cisterns, watering a field of crops, etc.
#182

hogarth

Jul 10, 2006 8:14:27
Which is the main reason every spellcaster in our group gets [a Ring of Sustenance] ASAP, but they usually pay double and get it as a slotless item, something they keep in a pouch.

In the past, my DM has ruled that characters still need 8 hours to prepare spells, even with a Ring of Sustenance (just like elves and warforged need 8 hours of rest to prepare spells even with their lower requirements for sleep). It's still a great item, though, and if your DM allows it to give faster spell preparation it's even better!
#183

Xeraph

Jul 10, 2006 8:16:38
Seeing the Ectoplasmic Armor, Shards (pg 264) from Eberron Campaign Setting made me expend my psionic focus, trashing my laptop. Really, read it, think about it for a second, and ask you self why your Psionic Monks would ever want to use Bracers of Armor again, ever.

Another great find in that book was the Aureons Spellshard (pg 265), this baby holds 500 pages of spells. It is free to imprint spells in the rock and being a rock makes it close to immune to energy attacks other than sonic.

But best of all, a wet rock is wastly superior to a wet spellbook.
#184

zombiegleemax

Jul 10, 2006 8:53:34
In the past, my DM has ruled that characters still need 8 hours to prepare spells, even with a Ring of Sustenance (just like elves and warforged need 8 hours of rest to prepare spells even with their lower requirements for sleep). It's still a great item, though, and if your DM allows it to give faster spell preparation it's even better!

Mine too. Every college student knows cramming doesn't require actual sleep! Everful rations and everfull skins are cheaper, and a better buy for mages, clerics, elves, and warforged.
#185

hogarth

Jul 10, 2006 8:53:57
Seeing the Ectoplasmic Armor, Shards (pg 264) from Eberron Campaign Setting made me expend my psionic focus, trashing my laptop. Really, read it, think about it for a second, and ask you self why your Psionic Monks would ever want to use Bracers of Armor again, ever.

...because he/she is not a Kalashtar or Inspired?
#186

fendrin

Jul 10, 2006 9:49:21
Seeing the Ectoplasmic Armor, Shards (pg 264) from Eberron Campaign Setting made me expend my psionic focus, trashing my laptop. Really, read it, think about it for a second, and ask you self why your Psionic Monks would ever want to use Bracers of Armor again, ever.

...because he/she is not a Kalashtar or Inspired?

Or because he/she has a manifester level of 0 and thus can't have any shards?

Edit: NM, missed where you said 'Psionic Monks'.

I suppose that for a Kalashtar Monk/Psionic Fist/Zerth Cenobite, getting a bunch of these would be worth it. If you don't mind looking like a monster.

Still, I would rather have an Ectoplasmic Fist shard, Multifaceted Persona Shard (or two), Shadowsight shard, and a bunch of talent shards and wear a Skin of Ectoplasmic Armor.
#187

Xeraph

Jul 10, 2006 10:49:55
Why not have them all, its a small price to pay for all those boosts.

You can argue if its worth it when you have to be a Kalashtar (Inspired)... I think it's worth it.

You only look like a monster when they are active.
#188

hogarth

Jul 10, 2006 12:00:17
Why not have them all, its a small price to pay for all those boosts.

You can argue if its worth it when you have to be a Kalashtar (Inspired)... I think it's worth it.

You only look like a monster when they are active.

Four quori embedded shards are cheaper than bracers of armor +4. But then again, a 1st-level pearl of power & a rod of lesser extend is cheaper than bracers of armor +4, too, and has substantially more resale/reuse value (assuming you have a sympathetic wizard in your group). YMMV.
#189

shrympscampi

Jul 10, 2006 12:42:06
I pulled this list of items ,from everyones post, quick, so, I might have missed some items. Most of the items description I took from the post.

I started to put them in slots but got lazy.

Neck
Collar of Umbral Metamorphosis (ToM, 10.8k) gain the Dark Creature template for 10 min a day; +8 hide, +6 move silently, +10 ft move speed, cold resistance 10, superior low light vision and darkvision 60 ft.

Amulet of Retribution (BoED, 56k) Force a no save/no SR Shield Other effect onto any creature that attacks you

Retributive Amulet (?,?) he takes half of your pain.

Deathglance Locket (?,?)If you are being scryed on, you can hit the pesky voyeur for 10d6 damage 1/day

Phylactery of Change (Arms and Equip, 11.2k) allows you to polymorph self with unlimited duration

Hand of the Mage (900gp)

Antimagic Torc (?,?) Necklace that grants an antimagiv field for 110 minutes a day

Waist
Monks Belt (13k) Wears AC and unarmed damage is treated as a monk of five levels higher. Belt allows one additional stunning attack per day (must have stunning fist feat to get additional attack).

Belt of Magnificence (Miniature Handbook, 25k) +2 to all stats

Cloak
Starmantle Cloak (132k) Protects from non-magical weapons and a DC 15 reflex save vs attacks made by magic weapons?

Cloak of elemental protection (minature handbook, 1k) Resist energy 10 as an immediate action.

Mantle of Second Chances (6k) 1day reroll

Najjars cloak of Weaponary (PGtF, 2.5k) you can store 25lbs of nonliving material with a volume small enough to fit under a cloak And it will not puncture if sharp weapons are stored there, also you can draw forth 1 weapon stored there per round.


Head
Blindfold of true darkness (Arms and Equipment, 9k) 60’ blindsight and immunity to gaze attacks
Headband of Conscious Effort (Complet Adventure, 8k or 16k?) For an arcane caster, it's pretty much an auto-success on a Fort save once per day
Psicrown of Astral Legion (xpanded psionix, 47.25k) 9th level Astral Constructs at ML 18
Hat of Anonymity (Arms and Equip, 34.05k) gives continuous non-detection and +10 hide
Mask of lies (Arms and Equip, 17k) Change self at will and continuous undetectable alignment and +5 bluff
Hat of Disguise (1.8k) +10 disguise
Goggles of Minute seeing (1.25k) +5 search
Eyes of the eagle (2.5k) +5 spot
Monocle of Perusal (CA, ?k) identify 1/day and gives +5 to appraise
Sundark Goggles (races of dragon, 10g) immunity to light blindness, -1 spot, +2 against gazes

Feet
Boots of Temporal Acceleration (Xpanded psionix, 43.2k) 2 rounds a day
Steadfast boots (arms and equip, 6k) immune to trip attacks and bull rush attacks and any melee weapon held is considered set vs charge

Weapon/Armor enchantments
Smoking Weapon (LoD, pg 180, +1 enchantment), real concealment that doesn’t effect the users vision and a localized stinking cloud to discourage grappling.

Splitting enchantment (CoR, pg 42, +3 enchantment) doubles your number of attacks;if you make one attack, you get to make a second at your highest bonus.

Blurstrike (RotW, p170, +2 enchancement) treats your opponent as flat-footed for the first attack each round?

Sudden stunning Weapon (DMGII, pg 261, 2k) reflex save to stun to a weapon. DC and uses per day are based on charisma

Holy Surge (2k) an extra 2d6 holy damage Charisma times per day

Spell Storing (+1 enchantment) Magical Hypodermics: 50 tiny arrows +1 storing can hold buffs or healing spells of third level or below. 160gp per arrow.

Eager (A&EG, ?) Gives you a +2 typeless initiative bonus even when you're not wielding it - even if you never do wield it. (You can also draw it as a free action even if you don't have Quickdraw, but no one cares about that.) A +1 eager dagger is only 18,000.

Targath (Ebberon CS, p127) arrow gives you a +2 resistance bonus to fort saves against disease for a measely three gp.

Holy (+2 enchantment)
Magebane (+1 enchantment)
Souldrinking (Books of vile Darkness)
Furious (Oriental Adventures)
Initiative (Oriental Adventures, 10k) +2 luck bonus on Initiative
Parrying (Xpanded Psionix, 8k) +1 insight bonus to AC and ALL saving throws
Soulfire (+4 enchantment) Complete set of immunities???

Weapons
Drow Long Knife (races of eberron) Dagger in shortsword form
Drow Scorpion Chain (races of eberron) spiked chain with 19-20 crit range
Bow of Winterymoon (Complete Divine) Adjusts pull to the owners str.

Armor
Armor of Mobility (Draconminicon,16.16k) mobility feat
+X Mithral Twilight (Book of Exalted Deeds, PHB2) Chain Shirt. Armor for anyone(except Monks or Ninjas). No Check Penalty, no ASF, no movement penalties.


Other Items
Lesser Rod of Metamagic-extend (3k)
Wand of lesser vigor (750g)
Quaal’s feather token – tree (400gp)
Dust of sneezing and choking (2.5k)
Wand of Embrace the wild
Wand of entangle
Wand of magic mouth
Wand of Prestidigitation (Bead of ..)
Wand of rope trick
Wand of Flame Blade
Eternal Wand (ECS, ?) ??
Tooth of Savnok (2k) move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Candle of Invocation (8.4k) Somebody seems to have forgotten about the 1,000 XP price tag on the "calling creatures" usage of the Gate spell. Since this item is at CL 17, you can call a 34 HD monster and control it for 17 rounds.
Scabbards of Keen Edges (16k)
Ring of Sustenance (2.5k) immunity to eating and drinking and only need 2 hours of sleep a day.
Flesh ring of Scorn (BoVD, 8k) evil outsider automatically confirm all critical hits against good opponents.
Ring of Freedom of Movement. for 40K (a little overpriced, and no warhammer jokes either please) and it gives continuous protection from paralysis, Solid Fog, Slow, and Web to name but a few effects. It also makes you immune to grappling, which is really, really nice
Gloves of Storing (2k) and quick draw feat
Gloves of the master strategist (Ghostwalk, 3.6k) True Strike 1/day and functions like gloves of storing
Gloves of Taarnahm the Vigilant (PGtF, 10k) Gives any weapon you are holding throwing and returning weapon qualities.

Hewards Handy Haversack
Belt of Hidden Pouches (Races of the Wild) teleports items to and from belt via command word, plus has normal pouches to hold items
Survival pouch (races of the wild, 5k) gets you transportation, hauling capability, food, instant campfire and/or torches, shelter, water, rope, shovel, bow & arrows.
Gray Ioun Stone (25g) with continual flame
Orange Ioun Stone (30k) +1 caster level
Boccobs Belssed book
Bead of Force
A cube of force
Eggshell grenade (OA, 10gp) blind your target (no save) and area around him (DC < 15)
Bag of endless caltrops (2.3gp)
Efficient quiver (1.8k)
Masterwork tools (+2 to any skill you buy it for)
Spool of Endless rope
Dust of Dryness pellet
Smokesticks
Thunderstones
Everlasting rations
Replenishing skin
Decanter of Endless water

Admirals Bicorne (Stormwrack, 50k) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.

Skin of Celestial Embrace (CompPsi, 48k) Grants Half-celestial template once per day, for 15 rounds. Once you've got a few HD under your belt, this is truely amazing. In 15 rounds you can use almost all of the half-celestial's spell-likes: Ressurection, Summon Monster IX, Mass Charm Monster, Hallow, 3xHoly Aura, Holy Word, Dispel Evil, Holy Smite, Remove disease, Cure Serious Wounds, Neutralize Poison, Aid, Detect Evil, Bless, and Protection from Evil. All cast using your HD and ability scores.

Skin of Ectoplasmic Armor (CompPsi, 3k) protects like platemail, but higher max dex and lower ACP and ASF. Also doesn't slow you down. Oh, and you can 'don' it with a standard action, so you can take it off to be stealthy. You can even sleep in it without getting fatigued...

Best yet, it's not actually armor! You can wear it over +1 studded leather with all your favorite abilities tacked on, and a monk can wear it and still use all their abilities...
#190

lostone

Jul 10, 2006 15:27:46
I vote that list be put in the original post. :D
#191

thevatican

Jul 10, 2006 16:17:24
What books is this found in?



Skin of Celestial Embrace (48k) Grants Half-celestial template once per day, for 15 rounds. Once you've got a few HD under your belt, this is truely amazing. In 15 rounds you can use almost all of the half-celestial's spell-likes: Ressurection, Summon Monster IX, Mass Charm Monster, Hallow, 3xHoly Aura, Holy Word, Dispel Evil, Holy Smite, Remove disease, Cure Serious Wounds, Neutralize Poison, Aid, Detect Evil, Bless, and Protection from Evil. All cast using your HD and ability scores.



Thanks
#192

lostone

Jul 10, 2006 16:25:26
What books is this found in?

IIRC it's in complete psionics. It's a psionic item, ectoplasmic skins.
#193

zombiegleemax

Jul 10, 2006 16:51:24
Hat of Disguise -- 1,800 gp.

Knowstones from Dragon 333 aren't particularly cheap, but the right ones are fantastic for impromptu casters -- they don't take up an item space, and allow you to know a spell for casting purposes. Cost: (spell level squared)*1000 gp (0th-level spells are 500 gp).

[edit] Crap, did someone already post Hat of Disguise? I only read the first 5 pages of this thread. [/edit]
#194

Todd

Jul 10, 2006 17:02:20
I pulled this list of items ,from everyones post, quick, so, I might have missed some items.

I didn't see my suggestion of the Easy Traveling armor enhancement from post 146 in the list. ;)
#195

tsuyoshikentsu

Jul 10, 2006 18:44:16
Knowstones from Dragon 333 aren't particularly cheap, but the right ones are fantastic for impromptu casters -- they don't take up an item space, and allow you to know a spell for casting purposes. Cost: (spell level squared)*1000 gp (0th-level spells are 500 gp).

Wait, WHAT?!
#196

zombiegleemax

Jul 10, 2006 19:10:30
Knowstones...

This had better not mean what I think it does....
With enough money, could I learn Wish, Miracle, True Resurrection, and Disintegrate at 1st level?
#197

caelic

Jul 10, 2006 19:40:22
Possibly. You could not, however, cast them until you had spell slots of the appropriate level, so no worries.

On a different note:

Okay, folks, the first post is updated, and now includes most of Shrympscampi's list (thanks, SS!) It's very much a work in progress. Ultimately, I want to have all of the submissions categorized and alphabetized, with costs and sources for all. If people could take a look and provide sources for the items that don't have them yet, that would be wonderful.
#198

zombiegleemax

Jul 10, 2006 20:35:37
'Tsuba' is the hand guard, 'saya' is the sheath.

Sorry for the continuing hijack, but a katana sheath is called a 'sheath.' This is the English word. While we speak English, we should use English words. Or should I 投げる random bits of 日本語 into my 毎日 speech and pretend that this is the official 言い方 in 英語?

I'd also like to toss the 'Mask of Lies' into the discussion. Disguise self, undetectable alignment, and a +5 to bluff checks is pretty handy for a rogue. All for only 17k (I believe).
#199

hotsake

Jul 10, 2006 20:44:36
I don't know where you're getting that crazy price for Gloves of Storing. They're 10,000 GP each.
#200

zendu

Jul 10, 2006 21:39:51
Sorry for the continuing hijack, but a katana sheath is called a 'sheath.' This is the English word. While we speak English, we should use English words. Or should I 投げる random bits of 日本語 into my 毎日 speech and pretend that this is the official 言い方 in 英語?

You really should optimise your flame skill, saying that we should only speak english may be a good point, but using the word KATANA kind of defeats the purpose doesnt it. A katana isnt a sword, therefor a sheath isnt a saya.

-Level 21 sacastamancer



*edit* should read: katana is a specific kind of sword, unlike the convential picture of a sword ( a longsword, this is western influenced dnd after all)
#201

quenditar

Jul 10, 2006 22:17:45
Not to mention that "continue", "use", and "pretend" are French, and "official" is Latin. I wonder how many years it will be before "katana" is just as English as those four? Stranger things have happened to our language.

(For the record, my bet is when "katanas" becomes the regular plural no one thinks about instead of sounding wrong to the well-educated ear. How many people these days use "formulae"?)

I don't think "tsuba" or "saya" will ever become naturalized English words, if only because the preexisting English word "scabbard" is falling out of use because it's too specific. There's no need for it in the vocabulary of anyone but katana buffs.
#202

caelic

Jul 10, 2006 23:25:11
I don't know where you're getting that crazy price for Gloves of Storing. They're 10,000 GP each.

As I said, work in progress; I haven't vetted any of the prices or sources yet. The faster people point out the discrepancies, the faster I can get 'em fixed.

As for the debate on language, I will, as an English teacher, refrain, except to offer my favorite quote on the subject:

English doesn't borrow words from other languages; it follows them down dark alleyways, clubs them over the head, and goes through their pockets looking for spare vocabulary.
#203

zombiegleemax

Jul 10, 2006 23:26:29
You really should optimise your flame skill, saying that we should only speak english may be a good point, but using the word KATANA kind of defeats the purpose doesnt it. A katana isnt a sword, therefor a sheath isnt a saya.

-Level 21 sacastamancer



*edit* should read: katana is a specific kind of sword, unlike the convential picture of a sword ( a longsword, this is western influenced dnd after all)

It would defeat my point if katana weren't in the dictionary already. Since it is (and tsuba and saya aren't), it's rather pointless to try to play semantics on that angle.

English adopts other words. I have no issue with this. What I take issue with is people who toss in foreign words when there are perfectly understandable and accurate English alternatives that are more commonly understood. Were he in a group of people familiar with Japanese swords and martial history or whatnot, perhaps using 'tsuba' or 'saya' or whatnot would be appropriate.

However, I've hijacked the thread enough already. I just wanted to point out the absurdity of the situation.
#204

caelic

Jul 10, 2006 23:29:34
But you have to admit, Sal...'tsuba' has a certain je ne sais quoi that truly captures the current zeitgeist. ;)
#205

tsuyoshikentsu

Jul 10, 2006 23:37:40
How many people these days use "formulae"?

I do. People look at me funny, though.
#206

zombiegleemax

Jul 10, 2006 23:44:12
But you have to admit, Sal...'tsuba' has a certain je ne sais quoi that truly captures the current zeitgeist. ;)

Oy vey. I'm railing against the use of foreign words you putz! Capiche?
#207

caelic

Jul 10, 2006 23:44:30
Heck, I'm the only person I know who uses 'octopodes.'

Okay, okay, okay, no more hijacking, even if it IS my own thread!
#208

surreal

Jul 11, 2006 0:13:14
I'm an engineer... we tend to use lots of big funny words AND butcher language all at the same time. Overworking and consumption of copious amounts of certain beverages may or may not be responsible for the aforementioned effects.

I do. People look at me funny, though.

Are you sure that's not just because you're funny looking?

Heck, I'm the only person I know who uses 'octopodes.'

I thought it was "octopii"... or are we talking about the plant?
#209

caelic

Jul 11, 2006 0:36:25
Properly, it's "octopodes." "Octopus" comes from the Greek, not the Latin; ergo, the Latinate rule of turning the singular 'us' into 'i' should not be applied. The Greek plural of 'pus,' is 'podes' or 'poda.'

This is one of those cases, though, where usage eventually determines correctness; nobody uses 'octopodes' or 'octopoda.'\

Argh. I'm doing it again. No more self-hijacking! Don't tempt me into English trivia!
#210

catharz

Jul 11, 2006 0:42:06
(For the record, my bet is when "katanas" becomes the regular plural no one thinks about instead of sounding wrong to the well-educated ear. How many people these days use "formulae"?)

Just like "sheeps"?
#211

Tempest_Stormwind

Jul 11, 2006 1:14:18
Incidentally, I, too, use "formulae" and I get into arguments (with marine biologists, nonetheless) about "octopodes". The former moreso than the latter, because I'm a physicist, although I'd like to consider myself a linguophile as well.

I also use scabbard. It's not as rare as you'd think, at least around here (but I may be biased in this: most of my friends are university students and a significant number of them are into melee weaponry in some form or other. I fence, for instance, while one of my friends is in the Knights of the Northern Realm. Life's too short to NOT be eccentric).

Now, however, I think we can end the hijacking once and for all by simply referencing the now-infamous quote:
The problem with defending the purity of the English language is that English is about as pure as a cribhouse wh***. We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary.

I wish I had something more to contribute to this thread, but sadly, I'm out of ideas that haven't already been covered.
#212

arminel

Jul 11, 2006 1:23:42
A question about the Spell-Storing arrows. Because of the way Spell Storing works you'd have to stab someone with the arrow which would lead to a chance to break. Also, in the randomized Ranged Weapons Enhancements, Spell Storing isn't in there which leads me to believe it isn't meant for ammunition or ranged weapons in general. Storing a 10d6 Fireball in an arrow sounds like you're replicating the Imbue Arrow ability from the Arcane Archer prestige class. Especially when you can have them for 160gp each (8k/50) and you're not wasting spell per day on top of it.

Anyone else see this flaw?
#213

adam500

Jul 11, 2006 1:40:16
I looked up the Hand of the Mage you have listed under neck items, unfortunately its not quite as good as you give it credit for. It only allows you to use Mage Hand as a spell-like ability, not give you an extra item slot.
#214

zombiegleemax

Jul 11, 2006 1:40:46
the thing is that arrows can be used as improvised melee weapons dealing damage as a dagger, so it is up to your DM really
#215

surreal

Jul 11, 2006 3:07:49
I think the symbiotes from ECS and MoE are pretty good values considering what you can get, especially the tentacle whip and tongueworm. Who cares about losing your mind when you can get nifty abilities for cheap? :D
#216

marcus_antonius

Jul 11, 2006 3:13:38
I don't know if somebody has yet mentioned it but for a measly 9000gp you can get:

+4 caster level (unnamed bonus!) for 10 min / day

+ your choice of: cure serious wounds or remove blindness deafness or remove desease.

how ??

starnd of prayer beads, the normal one costs 25800...if you remove the bead of smiting you are q 9000gp ;)

for clerics these are essential.... i play a 14th lvl cleric and i have a caster lvl 22! for my buff spells in the morning.

Dispel Magic needs to beat a DC33 ! ;) and for every 9000gp you can get more goodness...
#217

junpei

Jul 11, 2006 4:56:51
I've always thought (and ruled) that a standard strand of prayer beads should cost 45,800 gp, not 25,800 which is obviously a misprint... otherwise, a strand with a single bead of karma will cost absolutely nothing. Maybe magical artisans got so much karma beads stocks that they are willing to give them away for free? ;)

Anyway, I second the bead of karma: even if 20,000 gp may be a little expensive in some settings, the +4 on caster level for 10 minutes/day is priceless
#218

hotsake

Jul 11, 2006 9:10:56
Hand of Glory, 8,000 GP

Invisibility and Daylight 1/day, and the wearer benefits from one ring the hand wears.
#219

caelic

Jul 11, 2006 9:41:54
Couple of quick responses:

1. Re: Arrows of Spell Storing. The debate on whether these can be ranged or not has been around pretty much as long as these boards. Suffice to say that it falls to DM discretion. Note, though, that the use I listed does in fact involve stabbing yourself with the arrow.

2. Hand of the Mage/Hand of Glory: Right you are. This is another of those errors that needs correcting.
#220

hogarth

Jul 11, 2006 10:45:46
I've always thought (and ruled) that a standard strand of prayer beads should cost 45,800 gp, not 25,800 which is obviously a misprint... otherwise, a strand with a single bead of karma will cost absolutely nothing. Maybe magical artisans got so much karma beads stocks that they are willing to give them away for free? ;)

Anyway, I second the bead of karma: even if 20,000 gp may be a little expensive in some settings, the +4 on caster level for 10 minutes/day is priceless

If we're counting dubious bargains based on misprints, try buying a Staff of Fire. According to the rules, a staff of fireball (only) would cost 8*3*750 = 18,000 gp. So if you add the ability to also cast burning hands and wall of fire, it should cost...17,750 gp.

The Psicrown of Astral Legion (mentioned earlier in this thread) has a similar problem. It costs 47,250 gp = 18*3.5*750. How is a ML 18 Astral Construct a 3.5th-level power?
#221

caelic

Jul 11, 2006 15:28:05
I'm actually going to steer clear of the whole Bead of Karma "fuzzy math" issue, simply because...while it's what the book says...I doubt highly that many DMs are going to let players have one for free.
#222

kilroo

Jul 11, 2006 20:57:22
I'd actually be highly interested to read further information on the startling price listed for a Glove of Storing. Either the Glove of Storing or the Glove of the Master Strategist has to be drastically mispriced...I was recently trying to figure out which one.

Unfortunately I suspect it is the latter.

Incidentally, I did notice as I was recently investigating whether I might want to make a Living Greyhawk character that LG uses the "adjusted" price for the Strand of Prayer Beads. That is, the one that I presume (I haven't actually added it up) prevents any of the beads from turning out to be priceless in more than one respect. For what that information may be worth.

Oh yes. Two other things. First, all my DM's have made the same ruling about a caster with a ring of sustenance still needing 8 hours rest. However, most of my DM's have also ruled that while other difficulties may arise from lack of sleep, the actual -rest- required of said casters need not be sleep. At the most lenient, I believe I've had one DM who would let a caster qualify as "resting" while doing pretty much anything that neither required a roll nor directly affected another creature.
#223

junpei

Jul 12, 2006 1:10:04
Well, duh... I'm sorry to have re-opened a can of worms... to make amends for that, I'd like to point out those two candies (I did a little research and they haven't popped out yet)

- Halberd of Vaulting: first seen on Tempest's Lancer thread, for a measly 20,310 gp you get a +30 on Jump checks and, if you charge and jump at least 5-feet higher than your opponent's height, your attack deals double damage. Arms and Equipment Guide (3.0).

- Necklace of Natural Weapons: The normal enhancement bonuses and special weapon abilities applied on this necklace affects one or more natural weapons. The price is (600 gp + enhancement bonus cost) x number of natural weapons you want to affect. Savage Species (3.0/3.5).

Actually, my shifter druid's claws are really enjoying his metalline sure striking necklace
#224

Tempest_Stormwind

Jul 12, 2006 1:22:03
Actually, a bit of reverse engineering shows that the Halberd of Vaulting is dramatically underpriced. Strip away everything except the Jump bonus, even under 3.0's cheaper skill bonuses, and you'll get a result that doesn't make sense. (Under 3.5, which cut most item skill bonuses in half, it still amounts to a huge discrepancy.)

It's not on the scope of the karma bead, but it is an interesting tidbit. Especially if your DM allows reverse engineering (none of mine have).
#225

marcus_antonius

Jul 12, 2006 1:27:03
Well you can't have a strand of prayer beads with only 1 bead because the text says that ech strand HAS TO HAVE at least 2 beads ;) but 9000gp for +4 CL is indeed priceless...(and stackable)
#226

tsuyoshikentsu

Jul 12, 2006 1:45:40
Ssh -- don't tell the GMs!
#227

zombiegleemax

Jul 12, 2006 2:10:31
Winged Mask - Magic of Faerûn

You can use Fly at will. When the effect is active, you glow with white light (as a light spell).

13.000 gp
#228

zombiegleemax

Jul 12, 2006 4:27:07
Instead of the dubious arrows of spell storing, couldn't you simply have a few daggers or whatnot and stab yourself all the same?
#229

hotsake

Jul 12, 2006 7:31:09
Enchanting arrows is cheap because you get 50 at a go.
#230

lostone

Jul 12, 2006 8:52:56
Seeing the Ectoplasmic Armor, Shards (pg 264) from Eberron Campaign Setting made me expend my psionic focus, trashing my laptop. Really, read it, think about it for a second, and ask you self why your Psionic Monks would ever want to use Bracers of Armor again, ever.

Assuming they qualify to use them, they still might not want to because if you have 5 of them (maximum, +10 AC) you look like a Quori. Suddenly everyone starts attack you because you're a monster.
#231

Xeraph

Jul 12, 2006 9:29:04
Well I wouldn't mind, I think the drawbacks of magic items are what make them funny and unique... But thats just my complete subjective opinion.

Sure you look like a Quori, but there are tons of different types of Quori. Im sure the regular person will just take you for the regular smuck of a monster. Like the ones roaming Droaam or most of the armies during the Last War as sell swords. Monsters as PC races in Eberron is nothing special. War Trolls as shocktroopers, entire armies of karnaathi undead, dinoriding halflings and the entire country of Darguun... I wouldn't frown in Eberron if I saw a three armed tentacle mass asking me for directions to the nearest coffee shop.
By the way, I am sure most simple illusions could remove the visuals... which are only active as long as the shards are active.

Combat = Monster
Church of the Silverflame visit = normal Kalashtar

But ok, I will take it to the test. I am running a psionic game tomorrow, and I will throw a couple of these Shards at the players and see what they will do.

Power corrupts...
Cheap power, corrupts adventurers...
#232

Xeraph

Jul 12, 2006 12:06:15
If it has already been mentioned, please ignore.

Sandals of Springing, Complete Psionic (Pg 115), +15 to jump is nice for a measly 6 grand. To bad its an enhancement bonus, could have worked wonders with Bladedancer.
#233

gryftir

Jul 12, 2006 16:25:15
You are complaining? it stacks with competence bonuses, which is the easiest bonus to get for skills
#234

kilroo

Jul 12, 2006 18:55:10
That reminds me.

Sandals of Harmonious Balance, if you're willing to put enough ranks into Balance to use them, can be as good as having both slippers of spider climb and whatever kind of shoes the ones for water walking are. If you're cranking balance high enough to use them, you also have a balance check high enough that it's likely to be a better way to resist a trip than the regular dex or strength check, too.

However, these are probably a pretty weak buy unless you've got the skill points to spare.
#235

tacoronte

Jul 12, 2006 19:01:52
Feathered Wings: 10,000gp (Fiend Folio p.210)
Probably the cheapest way of gaining fly at will, plus it gives some minor combat bonuses. Also, it is a graft, not subject to being dispelled
Of course, there is the whole thing of convincing a Fiend to do the graft for you
#236

Lokiyn

Jul 13, 2006 17:39:02
Kimono of Storing, Wondrous item takes up the shirt slot lets you store items in the sleeve similar to a golve of storing. i believe it was updated to 20,000gp for the robe. That +Golves is 4 20lb Storage items

Bag of Grendel, highest weight to storage item outside of portable hole. operates on shrink item and is portable hole safe. up to 1500lb for 8lb weight.
#237

phaedrusxy

Jul 13, 2006 17:49:23
Kimono of Storing, Wondrous item takes up the shirt slot lets you store items in the sleeve similar to a golve of storing. i believe it was updated to 20,000gp for the robe. That +Golves is 4 20lb Storage items

Bag of Grendel, highest weight to storage item outside of portable hole. operates on shrink item and is portable hole safe. up to 1500lb for 8lb weight.

Where are these from? I love the "Bag of Grendel" name. I always wondered how he carried off 50 men at once. :D
#238

subedei

Jul 13, 2006 17:53:06
So basically what I'm gathering from that quote is that Nihility likes to have sex with handicapped people.
#239

Lokiyn

Jul 13, 2006 18:42:15
Dr #329ish i believe
#240

zombiegleemax

Jul 14, 2006 4:50:02
The special edition DMG lists the strand of prayer beads as 45800 gp and the staff of fire as 28500 gp, so Wizards have fixed some of their obvious typos.
#241

carpe_diem_02

Jul 14, 2006 12:22:32
I really like this thread, so I thought I'd contribute a few items that I've come across.

Masks, Goggles and Blindfolds

Hathran Mask of Protection and Resistance: Combines the effects of a ring of protection with a cloak of resistance, but doesn't use either of those valuable item slots. (p.57 UE, +1 4'000; +2 16'000; +3 16'000; +4 64'000; +5 100'000 gp)

Hathran Mask of True Seeing: Constant true seeing effect. (p.57 UE, 75'000 gp)

Shaders: Negates light sensitivity, but you take a -1 to Spot checks. They also look goofy, so I couldn't see any of my characters wearing them. (p.103 RoE, 1sp)

Yeah, that's an sp.
#242

Tempest_Stormwind

Jul 14, 2006 13:07:31
You don't need to be psionic to use a psychoactive skin, or any psionic item. Why do people think you do?
#243

carpe_diem_02

Jul 14, 2006 21:58:11
I had originally thought that it was because of something in the 3.0 psionics handbook (and I already know how you feel about that Stormwind), but it would appear that I should be put in with the people who are ignorant to that fact. I thought it was only the psychoactive skins that required the user to have a power point reserve of 1 point, but that does not seem to be the fact at all.

I opened up a glove category when I posted earlier, and then blanked but I now remember:

Gloves of Titan's Grip: You do not have to be psionic to use these. :P The power is activated when you get into a grapple up to three times a day for seven rounds each time. While the power is active, the user gains a +8 enhancement bonus to grapple checks. This is good if you ever want to grapple at higher levels, or if you're not terrible at grappling and might want to avoid a grappling situation. (p.174 EPH, 14'000 gp)

Crystal Mask of Insightful Detection: +9 insight bonus to search and spot checks. (p.173 EPH, 20'250 gp)

Celestial Bane Rod: This is a good item for DMs that like to railroad, any Celestial within 60 feet of the rod takes a -4 profane penalty on attack and damage rolls, saves and skill checks. They can't prevent this in any manner short of getting rid of the rod or leaving the area. (p.113 BoVD, 56'000)

The aforementioned Flesh Ring of Scorn actually allows an evil outsider to automatically confirm all threats against any nonoutsider, not just good opponents. It won't work against good outsiders, but you're good against everything else so it's still an awesome item.

Skilful: Any weapon imbued with this enhancement allows anybody to be proficient with it. If that weren't good enough, your BAB raises to meet that of a Cleric of the same level as yourself. This is useful for people with 1/2 BAB or people who frequently multiclass into classes without full base attack, or both. (p.144 Complete Arcane, +2 enhancement)
#244

zombiegleemax

Jul 15, 2006 0:51:29
i need to point out that skillful only works on melee weapons and the bonus only applies to its attacks
#245

vanigo

Jul 15, 2006 15:57:23
The special edition DMG lists the strand of prayer beads as 45800 gp and the staff of fire as 28500 gp, so Wizards have fixed some of their obvious typos.

Perhaps, but it's not in the official eratta.
#246

tsuyoshikentsu

Jul 15, 2006 16:59:30
It's a reprint. It counts.
#247

necromas

Jul 16, 2006 22:24:13
Heavy Plate (Races of Stone) 2000gp: A lot like full plate, but +9 AC and no max dex, great for warriors who neglect their dex scores, and the mithril version is perfect for any warrior with a +2 or less dex bonus, as opposed to mithril full plate.
#248

zombiegleemax

Jul 17, 2006 2:15:24
Someone mentioned an item called Antimagic Torc. I was hoping someone could tell me what book this is in or at least the price.

Thanks

On a side note about the Starmantle Cloak. I have often wondered if having evasion would negate damage on the Reflex DC 15 for half on magic weapons. If so that item is even better.
#249

zombiegleemax

Jul 17, 2006 2:20:51
Underdark, page 73.
#250

caelic

Jul 17, 2006 22:43:15
On a side note about the Starmantle Cloak. I have often wondered if having evasion would negate damage on the Reflex DC 15 for half on magic weapons. If so that item is even better.

According to Customer Service, no; Evasion only works against spells and effects that normally have a Reflex save.
#251

nekoworldorder

Jul 29, 2006 2:25:25
New favorite item is Bracers of the Hunter from Secrets of Xen'drik. They give you+5 competence bonus on Hide checks, +2 competence bonus on initiative checks and enhance either sneak attacks or sudden strikes by an additional 1d6 damage. All for the cost of 8,500 gp.
#252

Aramek

Jul 29, 2006 2:48:05
It doesn't look like you're allowing custom magic items.

If so, there are a few my group came up with.

Item of Constant Kaupner's Skittish Nerves - 8,000g - +5 bonus to your Init.

Item of Constant Lion's Charge - 8,000g - Always full-attack on a charge. (It is a Dru 1 spell, and a 2nd level spell for the rest. So get a druid or, what we did, an Artificer.)
#253

Tempest_Stormwind

Jul 29, 2006 3:26:45
Item of Constant Lion's Charge - 8,000g - Always full-attack on a charge. (It is a Dru 1 spell, and a 2nd level spell for the rest. So get a druid or, what we did, an Artificer.)

Lion's Charge was changed to Druid 3, Ranger 4, and is now a personal-effect spell that casts as a swift action and lasts for 1 round.

Compare to the original, which the druid could cast as a 1st level spell on any of his summoned baddies AND himself, and affected them for a duration, and it's clear to see which one is the "fixed" one.

For other full-attack chargers, many of which can be made cheaply into items, I suggest you look at this compilation. Once I'm finished with our book (see sig), I'll be posting that in another thread and getting it expanded and up to date with existing material.
#254

Aramek

Jul 29, 2006 3:30:01
Lion's Charge was changed to Druid 3, Ranger 4, and is now a personal-effect spell that casts as a swift action and lasts for 1 round.

Compare to the original, which the druid could cast as a 1st level spell on any of his summoned baddies AND himself, and affected them for a duration, and it's clear to see which one is the "fixed" one.

For other full-attack chargers, many of which can be made cheaply into items, I suggest you look at this compilation. Once I'm finished with our book (see sig), I'll be posting that in another thread and getting it expanded and up to date with existing material.

That is a much needed change.

What book came the change? PHB2?

Oh, yeah, and *hug*
#255

caelic

Jul 29, 2006 8:58:48
Nope. Custom magic items are not within the purview of this thread, because they're not RAW. Keep in mind that the custom magic items guidelines are just that--guidelines. They're not rules. Moreover, those guidelines specifically say that price should be based on the power of the item first and foremost, and on the pricing guidelines only secondarily.

Thus, everyone who says, "Hey! Lookit me! I can get a continuous item of True Strike for 8000 gp, and it's RAW!" is wrong twice over: first, they're confusing a set of guidelines with a hard and fast rule, and second, they're misusing those guidelines and ignoring the part that's inconvenient.
#256

Aramek

Jul 29, 2006 11:20:49
Nope. Custom magic items are not within the purview of this thread, because they're not RAW. Keep in mind that the custom magic items guidelines are just that--guidelines. They're not rules. Moreover, those guidelines specifically say that price should be based on the power of the item first and foremost, and on the pricing guidelines only secondarily.

Thus, everyone who says, "Hey! Lookit me! I can get a continuous item of True Strike for 8000 gp, and it's RAW!" is wrong twice over: first, they're confusing a set of guidelines with a hard and fast rule, and second, they're misusing those guidelines and ignoring the part that's inconvenient.

I do agree with you on that. For two reasons:

1. True Strike doesn't really have a duration. And as not having one, I'd rule it cannot be made into a constant item.

2. A guideline for "+ insight to attack" already exists.

There are many useful custom magic items that would work, even within the guidelines.

I agree it isn't RAW, but items such as Boots of Ex. Retreat are useful, and priceable within the guidelines.
#257

ronyon

Jul 29, 2006 12:22:53
The special edition DMG lists the strand of prayer beads as 45800 gp and the staff of fire as 28500 gp, so Wizards have fixed some of their obvious typos.

So, what is the current cost for the Bead of Karma + whatever other bead is ususally bought to fufill the 2 bead minimum ?
#258

Anor

Jul 29, 2006 12:28:15
Where is Wrathful Healing? A totally outstanding +3 weapon ability that gives you back ½ damage dealt each time you hit. Cant pick up any better for your barbarian half-orc that goes heavy in melee.

It's in Arms & Equipment Guide.
#259

Tempest_Stormwind

Jul 29, 2006 13:11:38
Where is Wrathful Healing? A totally outstanding +3 weapon ability that gives you back ½ damage dealt each time you hit. Cant pick up any better for your barbarian half-orc that goes heavy in melee.

It's in Arms & Equipment Guide.

Enemies and Allies, actually. A worthless book in general with a CO GEM in the middle of it (page 23, I believe).
#260

Anor

Jul 29, 2006 17:08:18
Enemies and Allies, actually. A worthless book in general with a CO GEM in the middle of it (page 23, I believe).

Yeah, thats right. Sure worth to put on any weapon ability list. If your DM allows it, get it quickly!
#261

kilroo

Jul 29, 2006 17:55:28
Based on this thread it appears that certain magical traps could qualify as, if not bargain magic items, at least a new thing to get your DM to say you may not do.
#262

zombiegleemax

Jul 29, 2006 18:01:16
1. True Strike doesn't really have a duration. And as not having one, I'd rule it cannot be made into a constant item.

it has a duration of one round...
and blizzard explained that it costs 800,000gp to make a ring of truestrike.
continuous use item, +20 to hit every hit...
far from bargain basement.

has anyone mentioned the 750 gp "vest of healing?"
#263

eauvive

Jul 30, 2006 21:28:37
Hmmm ... I was reading the thread and a few items from the Eberron Explorer's handbook came to mind. I don't think anyone mentioned them so far.

-Tunics of Thurrinak are a personal favorite. They take the vest spot and provide an equal enhancement bonus to natural armor and a deflection bonus to Armor Class. The weakest provides a +1 enhancement bonus to natural armor and a +1 deflection bonus to Armor Class, and the strongest provides a +5 bonus in both categories. Obscenely useful to any class. Cost ranges from 2,500 to 125,000 gp.
-Robes of Arcane Might are like bracers of armor and a cloak of resistance rolled into one, with a +2 CL to one school of magic. A nice alternative to Robes of the Archmagi. They're expensive though. The price range is 21,000 to 110,000 gp.
#264

zombiegleemax

Jul 30, 2006 23:10:17
it has a duration of one round...
and blizzard explained that it costs 800,000gp to make a ring of truestrike.
continuous use item, +20 to hit every hit...
far from bargain basement.

technically, the duration of the spell is listed as permanent, but it actually only lasts for one attack, not even a whole round

since when does blizzard have anything to do with DnD
#265

quenditar

Jul 30, 2006 23:23:55
A slight correction - tunics of Thurrinak have a market price of 5,000 - 125,000 gp. The cheapest one costs 2,500 gp 200 xp to make.
#266

lostone

Jul 31, 2006 7:03:49
since when does blizzard have anything to do with DnD

Clearly he meant WotC. However it was the Sage (Skip Williams) that wrote about an item of continuous true strike costing 400,000. Read about it here or in the spoiler block below:
Show
Use the Correct Formula: One item people frequently ask me about is a ring oftrue strike. The spell provides a whopping +20 insight bonus on attack rolls and negates miss chances arising from concealed targets. It's only 1st level, however, because it is a personal range spell with a duration of 1 round. That means you can normally manage one attack every 2 rounds when using the spell. Also, you can't bestow it on an ally (except for a familiar or animal companion) because of its personal range.

Assuming such a ring worked whenever it was needed and has a caster level of 1st, it would cost a mere 2,000 gp by the formula for a use-activated spell effect (in this case, 1 x 1 x 2,000 gp). Sharp-eyed readers will note that any continuously functioning item has a cost adjustment of x4 (see the footnotes to Table 7-33), which bumps up the ring's cost to 8,000 gp. That's a real bargain for an item that provides so much boost to a user's combat power. Much too great a bargain.

So, what would our example ring of true strike be worth? Insight bonuses aren't included on Table 7-33, but a weapon bonus has a cost equal to the bonus squared x 2,000 gp, so a +20 weapon would cost 800,000 gp. One can argue that the ring isn't quite as good as a +20 weapon because it doesn't provide a damage bonus. That, however, ignores the very potent ability to negate most miss chances. Also, the ring's insight bonus works with any sort of attack the wearer makes. On top of all that, the insight bonus stacks with any enhancement bonus from a magic weapon the wearer might wield. Still, 800,000 gp is a lot of cash and the lack of a damage bonus is significant, so some price reduction is in order. A 50% reduction might be in order, or 400,000 gp for the ring.

Would you pay 400,000 gp for a ring of true striking? I would if I could afford it. At a price of 400,000 gp, our mythical ring of true strike is something only an epic-level character could afford. That's fine, because epic play is where the ring belongs.
#267

CanineLord

Jul 31, 2006 8:54:28
That Necklace of Natural attacks is either good or great, depending on what counts as a "natural attack". For example would enchanting your claws with a +1 enhancement cost 2600 (cuz claws are one type of natural attack) or 5200, because you actually have two claws???
#268

lostone

Jul 31, 2006 9:12:30
That Necklace of Natural attacks is either good or great, depending on what counts as a "natural attack". For example would enchanting your claws with a +1 enhancement cost 2600 (cuz claws are one type of natural attack) or 5200, because you actually have two claws???

It isn't worded clearly, but I think it was intended to be 5200 if you use two seperate limbs with claw attacks, regardless of how many iterative attacks you actually make with those two limbs. So a bear warrior using both hands would be using two claws and need to pay for both, even though he might be making 5 attacks per round.

However, with that being said, my group uses it based on type, we pay 2600 to enhance all the claw attacks a character has, 5200 if enhancing claws and bite, for example. It's popular in our group for monks unarmed strikes.
#269

necromas

Jul 31, 2006 9:19:05
I think it's pretty clear each claw is an individual weapon.
#270

rhonin_the_big

Jul 31, 2006 11:12:56
Someone mentioned a rock being a great item, well I got that one beat by your common beach towel. Great for any class, and its absorbancy makes it useful in many ways. Dip a towel in a tub full of alchemists fire and you got a homeade fire lash that'll make Pyrokineticists jealous. Dip a towel in any magic potion and you got a weapon thats better than a +1 spell storing whip. If you brew a bunch of con damage potions together in a big pot, cool it off and dip your towel in that your opponents will stand in awe before you and your "Towel of Doom!" If the party tank wraps the towel around the opponent's eyes then the party rogue is set. A towel is like a Bunko's bargain spiked chain made of cotton!

There's also a certain cool-factor with a towel; if you come up from the Infinite Layers of the Abyss after fighting legions of evil minions but your towel is still intact I dont think you have a more text-book definition of bad-ass! (Hitchhiker's Guide paraphrase)
#271

hotsake

Aug 01, 2006 9:01:32
Not to be pedantic (well, actually, I am being pedantic), but none of those uses except wrapping it around the target's head has a chance in hell of working.
#272

ninjadebugger

Aug 01, 2006 9:24:11
Lion's Charge was changed to Druid 3, Ranger 4, and is now a personal-effect spell that casts as a swift action and lasts for 1 round.

Druid 3, Ranger 2, as of Spell Compendium, sir.
#273

fendrin

Aug 01, 2006 15:18:02
Not to be pedantic (well, actually, I am being pedantic), but none of those uses except wrapping it around the target's head has a chance in hell of working.

Oh, I don't know... I would allow a character to use a towel as an improvised whip (without the range, tripping, or disarm bonus, though). An improvised exotic weapon is what, -8 witout feat investments?

Dousing it in alchemist's fire would give a fire-lash effect... of course, it wouldn't deliver the same amount of alchemical fluid as a direct hit, so I would have it do splash damage... and of course, the towel would be taking full fire damage (it will last what, 1 round?) and the weilder would be taking at least splash damage during that time period too.

so yeah, this is a case of you CAN do it, but why the heck would you want to?
#274

seerow

Aug 01, 2006 15:36:00
Starmantle Cloak (BoED, 132,000 gp) Protects from non-magical weapons and provides a DC 15 reflex save vs attacks made by magic weapons

Wait.. does that DC15 reflex to avoid attacks by magic weapons mean that a Rogue with Improved Evasion could get away with never being touched by magic or nonmagic weapons? Seems like an investment well worth it for any rogue, or anyone who can get evasion and a decent reflex save really. (25k GP gets you evasion too... so anyone with money to blow and a good reflex save)
#275

esponer

Aug 01, 2006 15:39:04
Wait.. does that DC15 reflex to avoid attacks by magic weapons mean that a Rogue with Improved Evasion could get away with never being touched by magic or nonmagic weapons? Seems like an investment well worth it for any rogue, or anyone who can get evasion and a decent reflex save really. (25k GP gets you evasion too... so anyone with money to blow and a good reflex save)

Evasion doesn't apply, as I recall.
#276

seerow

Aug 01, 2006 15:48:41
Well, I checked the wording on Evasion:

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Emphasis Mine. I checked BoED and saw nothing saying that Evasion can't be applied, and the Evasion ability says attacks that allow a reflex save for half, which I'd definitely say this qualifies for.

I guess your big worry is natural attacks. Still, it's nice to have a rogue who can never be touched by a Greatsword.
#277

caelic

Aug 01, 2006 17:30:14
CustServ says differently. Since the attack doesn't normally get a save, and the Cloak is, in effect, providing one, Evasion doesn't apply.
#278

esponer

Aug 01, 2006 17:35:06
CustServ says differently. Since the attack doesn't normally get a save, and the Cloak is, in effect, providing one, Evasion doesn't apply.

Thank you. The key is that evasion only applies against attacks which normally grant a saving throw: finding a way to force an attack to grant a saving throw just won't cut it.
#279

seerow

Aug 01, 2006 17:45:29
Alas, there goes my dreams of a rogue who might actually stand in melee combat.

Though half damage from every attack is still pretty nice. Probably better than a Barbarian's DR overall. Hell, I think I might just have a Barbarian wearing the cloak >_>
#280

zombiegleemax

Aug 01, 2006 21:47:09
The 50 +1 spell storing arrows won't work sadly because spell storing is a melee weapon only enchantment.

I've always thought this was sort've a nice deal -

Luck Blade (no wishes) 22k: +2 shortsword, +1 luck bonus on all saves and 1/day reroll to the possessor. So you don't have to use it, and its the only item i know of that gives you a reroll - one of the nicer abilities in DnD imo... plus is almost as good as a luckstone which is 20k.
#281

rhonin_the_big

Aug 02, 2006 11:39:01
Not to be pedantic (well, actually, I am being pedantic), but none of those uses except wrapping it around the target's head has a chance in hell of working.

Uhmm ... Pedantic?

Dipping a towel in alchemists fire would eat away the towel in 1 round, but all that fire damage for cheap is worthy of the Bargain Basement. The poison towel of doom might kill you due to splashback but give the towel to a warforged artificer (even better, make the towel into a custom warforged component) and no worries about poison splashback. I like the idea of dipping the towel in a potion for a spellstoring effect, any reason why that wouldnt work?

And why would a towel not have the stats of an improvised spiked chain? Im not talking a bath towel, use a big beach towel for optimal effect. I think you can trip someone with a towel that size, and disarm them as well
#282

Tempest_Stormwind

Aug 02, 2006 11:53:39
Dipping a towel in alchemists fire would eat away the towel in 1 round, but all that fire damage for cheap is worthy of the Bargain Basement.

Or you could, you know, throw the big bucket of alchemist's fire at them. Or dip them in the bucket. Cut out the middleman -- it's more efficient and you keep the towel.
The poison towel of doom might kill you due to splashback but give the towel to a warforged artificer (even better, make the towel into a custom warforged component) and no worries about poison splashback.

Warforged component towel? Odd, that. Almost like, say, dipping your SWORD in the poison. So you could use the cheaper Injury poisons instead of Contact poisons.

In either case, it's easier to just use Minor Creation (preferrably Psionic Minor Creation) to make a bunch of plant poisons on the fly, including a hell of a lot of black lotus extract. And instead of a towel, I'd prefer, essentially, a super soaker or a garden spritzer. Hell, even a turkey baster. And I'd still keep the towel.
I like the idea of dipping the towel in a potion for a spellstoring effect, any reason why that wouldnt work?

Potions have to be SWALLOWED, not slapped on someone's back. They're spells in liquid form, not the latest product from Elven Klein.
And why would a towel not have the stats of an improvised spiked chain? Im not talking a bath towel, use a big beach towel for optimal effect. I think you can trip someone with a towel that size, and disarm them as well

Have you ever USED a towel like that? They're good for about a half-dozen flicks, no more, before unravelling, and they're HEAVY. Thus, at best, you're going for a whip (with shortened reach). But a spiked chain? That's asking a lot.

And in any case, that's an argument for Equipment And Combat, not Character Optimization.
#283

fendrin

Aug 02, 2006 12:04:26
Uhmm ... Pedantic?

Dipping a towel in alchemists fire would eat away the towel in 1 round, but all that fire damage for cheap is worthy of the Bargain Basement. The poison towel of doom might kill you due to splashback but give the towel to a warforged artificer (even better, make the towel into a custom warforged component) and no worries about poison splashback. I like the idea of dipping the towel in a potion for a spellstoring effect, any reason why that wouldnt work?

And why would a towel not have the stats of an improvised spiked chain? Im not talking a bath towel, use a big beach towel for optimal effect. I think you can trip someone with a towel that size, and disarm them as well

Last I say about this:
  • Alchemist's Fire
    • the towel would not absorb much of the fluid, so it wouldn't do all that much.
    • you still have to pay for all the alchemist's fire, so you don't save money, in fact you pay extra for the towel.
    • Just chuck a barrel of the stuff and be done with it....

  • Poison
    • would only work with contact poison
    • probably wouldn't deliver a full dose
    • likely to poison a non-immune weilder

  • Potion
    • Potions must be consumed. Unless you force the towel down their throat, it won;t do anything but dampen them. (Oils -might- work)
    • probably wouldn't deliver a full dose
    • spell effect would probably affect the weilder, too

  • Stats
    • Towel will not pierce, slash, or bludgeon particularly well, so it shoulndn't really do any damage, I think calling it an improvised whip is generous (it still does as much as an average punch, which is way too much... maybe 1 subdual bludgeoning?)
    • even a beach towel is too short to provide effective reach
    • I guess I could see a towel getting the trip ability and disarm bonus, as a rope used as an improvised weapon would...



EDIT:
Tempest beat me to the punch and (as usual) said it better. Go Tempest, Go!
#284

caelic

Aug 02, 2006 12:16:10
The 50 +1 spell storing arrows won't work sadly because spell storing is a melee weapon only enchantment.

That's questionable, Brad. While it appears on the random melee weapon enhancement tables, and not on the random missile weapon tables, that doesn't necessarily mean it's melee only. Unlike many other melee only abilities, it does NOT say that it's melee only in the description.

It's a DM's judgement call. I wouldn't allow it; some would.
#285

surreal

Aug 02, 2006 14:12:02
I'd been playing with spell storing ammunition for a while until someone here pointed out that it might not be allowed. Upon re-reading the text though, it is somewhat ambiguous. My DM's reply: "meh, it works".
#286

Leugren

Aug 02, 2006 14:47:43
Has anyone mentioned the Metalline weapon enhancement from Underdark? For a mere +2 bonus, it allows you to change the metal that your weapon is made from as a standard action. This is absolutely fab for overcoming DR, and for avoiding sunders. I personally love Obdurium from the Stronghold Builders' Guidebook.
#287

boffer

Aug 02, 2006 15:21:51
there is some really cheap, and great items in DMG2, like Rouges Vest(+2 hide, move silently and reflex saves, and if the wearer has SA, he get 1d6 extra damage) 29,900g, and for a char with perform(dance) 5 ranks, Slippers of Battle Dancing rocks(+10 enhanchment move, +5 tumble, +2 initiative, and if moving more than 10'' may add cha to attacks and damage) 33,750g...
#288

zombiegleemax

Aug 02, 2006 17:59:00
That's questionable, Brad. While it appears on the random melee weapon enhancement tables, and not on the random missile weapon tables, that doesn't necessarily mean it's melee only. Unlike many other melee only abilities, it does NOT say that it's melee only in the description.

It's a DM's judgement call. I wouldn't allow it; some would.

Oh sorry, I looked it up on crystal keep and it had melee only in the description. But you're right, in the SRD it doesnt specifically say melee only, though it is listed as a melee weapon enhancement...

Ah well, if DM's accept it, I think its an awesome idea... I always wanted to shoot someone with an arrow to heal them. or better yet, throw charm person in one and be cupid =P.

Edit: Hate to have a totally sidetrack post so I'll contribute - I really love the morphing (+1) ability combined with the skillful (+2) enhancement... You are now proficient with every exotic weapon (of a certain size), woo! Now there's an exotic weapon master for you.
Plus, give it to a wizard and he can polymorph into something crazy and have 3/4 attack bonus(part of skillful enchant), with a big ol' spiked chain or something!
#289

caelic

Aug 02, 2006 18:24:36
LOTS of good stuff here. I'll try to update the first post either tonight or tomorrow.
#290

zombiegleemax

Aug 02, 2006 18:38:01
Wanted to post some example reasons why the above is awesome...
a +1 adamantine skillful morphing Greatsword (34k)
Can bypass a creature with swordblock or any other dr/bludgeoning,dr/slashing and what have you (even the miracle metalline sure striking weapon cant do that)
Can be changed into a spiked chain for trips and reach, a grasping pole for 10 ft reach and grapples, a greathammer for sunders (and x4 crit), a longstaff (immune to flanking if you use combat expertise with it), a harpoon, a Heavy Lance, etc etc.

Pretty sweet weapon for the wannabe gish with no proficiencies...
#291

seerow

Aug 02, 2006 19:42:24
Wanted to post some example reasons why the above is awesome...
a +1 adamantine skillful morphing Greatsword (34k)
Can bypass a creature with swordblock or any other dr/bludgeoning,dr/slashing and what have you (even the miracle metalline sure striking weapon cant do that)
Can be changed into a spiked chain for trips and reach, a grasping pole for 10 ft reach and grapples, a greathammer for sunders (and x4 crit), a longstaff (immune to flanking if you use combat expertise with it), a harpoon, a Heavy Lance, etc etc.

Pretty sweet weapon for the wannabe gish with no proficiencies...

Can you use those enhancements with Sure Striking and Metaline?

I mean, for a +7 equivalent weapon, you bypass any DR Type other than DR/-, along with the proficiency in every exotic weapon ever.
#292

gryftir

Aug 02, 2006 19:46:44
how are you bypassing alignment DR? IE DR/good
#293

necromas

Aug 02, 2006 20:06:02
Or you could have an extra 6-7 AB and Damage to make up for the 10 points of DR you might come across.
#294

seerow

Aug 02, 2006 20:10:24
how are you bypassing alignment DR? IE DR/good

Sure Striking supposedly lets your weapon count as any alignment. I'm not sure on the source, but it got brought up in another topic a while back when we were discussing DR bypassing. If that's incorrect I'll accept it though. Like I said, I'm not even particularly sure on the source.

Or you could have an extra 6-7 AB and Damage to make up for the 10 points of DR you might come across.

Assuming you're using this for the wannabe Gish (Maybe a Cleric?), you can cast GMW on yourself, and have the same effect as if it were a +5 weapon. So now you're just missing out on various elemental damages. Which you could have on another weapon if you -really- wanted to. This weapon would be your main one for the purpose of always having the best weapon for a given fight, which is a -huge- advantage.
#295

gryftir

Aug 02, 2006 20:16:42
If you are going to do this, you may as well make it one of those materials that count as adamantine but do something else as well, and make it glory born from the DMG 2 for an extra point of damage on a charge.
#296

zombiegleemax

Aug 02, 2006 23:17:33
The +1 morphing skillful adamantine greatsword was just the base weapon example of the sorts of things you could do... With a 20th lvl wizard he would of course have it greater magic weapon'd, prolly have it made out of glass steel or whatever is the adamantine/cold iron material have all kinds of spells like sonic weapon, brilliant energy weapon, etc, to make it better. He also would probably have a scabbard of keen edges,and have +2 enhancements more to play with.. surestriking would be a good choice.

The main benefit is that you are proficient with every exotic weapon (and get a boost in attack bonus if yours sucks), not that you can bypass DR/slashing etc... that was just a note of one of the many posibilities. Haven't you ever wished your awesome greatsword was a throwing weapon ever? Turn it into a harpoon. Want to trip better or sunder better? Lots of options... Need reach for that Really big guy? Perhaps you want to grapple at range? Grasping pole. Have some extra hands that you cant use with your main weapon cuz of polymorph? make it a scissors sword! You can do so many awesome things... plus, its just cool. =)

Also, great for a hand me down for someone that normally couldn't use your weapon because they have weapon focus (whatever) line of feats.
#297

zombiegleemax

Aug 03, 2006 20:58:12
ABOUT TOWELS AND ALCHEMIST'S FIRE

as i remember it Alchemist's fire ignites when it is exposed to air, so as soon as you take the cork/lid off you get a reflex save and a whole lot of burns and if you're lucky you might keep the towel.

also lets consider the fact that you'd have to take the Exotic Weapon Proficiency (Beachtowel) just to be able to hit regularly not to mention all of these crazy things you guys are coming up with. Unless you are the Exotic Weapon Master PrC then Towel just isn't worth it bargain or not.

Complete Warrior
Gauntlet of Utterdeath
3/day target hit by the Gauntlet must succeed a Fortitude save of 20 or be reduced to a pile of ashes if they fail they still take 10d6 unnamed damage.

96k

yes please
#298

colm_l

Aug 04, 2006 6:04:36
Off-Topic

How about we let the towel chat die?

It's at best off-topic.

On topic:

In core material, I've always been a fan of the "Candle of Invocation" & the "Incense of Meditation"

While expensive (8,400gp & 4,900gp) for one use items, these can really be worth it in the right circumstances

(+2 to everything a party does more or less for 4 hours, Divine Casters casting as if they were two levels higher -including additional higher level spells for those 4 hours or in the case of the incense Divine casters maximise every spell they have).

Long duration & good effects make these perfect for Dungeon clearing. Add the ability to use "Gate" once in case of disaster & you're pretty sorted
#299

womblehunter

Aug 04, 2006 9:46:02
Sure Striking supposedly lets your weapon count as any alignment. I'm not sure on the source, but it got brought up in another topic a while back when we were discussing DR bypassing. If that's incorrect I'll accept it though. Like I said, I'm not even particularly sure on the source.

It is in the PGtF, a +1 enhancement that lets the weapon overcome the alignment component of any DR.
#300

caelic

Aug 04, 2006 9:48:26
At +3, Shadow Striking is a somewhat expensive but simple route to overcoming any and all damage reduction.
#301

rashomon

Aug 04, 2006 11:06:03
At +3, Shadow Striking is a somewhat expensive but simple route to overcoming any and all damage reduction.

This is the same cost as sure striking (+1) and metalline (+2). Metalline can make the weapon become any metal (which is good against sunders and for use as an adamantine lightsaber), at the cost of a standard action to shift it. Shadow striking automatically adapts to the last victim hit, and doesn't need an action, but it's still fundamentally the same material (which could be bad if you wanted obdurium for sunder resistance, or adamantine for lightsaber properties, or to become one of the many FR metals which make your blade somewhat stronger.

So, Caelic, which is superior?
#302

zombiegleemax

Aug 04, 2006 11:16:40
Leugren already mentioned Metalline up above. I agree that it rocks. I think Snow Savant had a thread on these boards that raved about it when it first came out.
#303

zombiegleemax

Aug 04, 2006 15:47:47
Some of my favorite magic items are in Defenders of the Faith. Here's two:

Arm of Nyr - a mithril arm that replaces one lost by a good character, it provides a +2 deflection bonus to AC, and an unnamed +2 to Str and Dex. Only 12,800 gp.

Helm of Vision - grants True Seeing and a +1 insight bonus to AC. 91,600 gp.
#304

Janos_Antero

Aug 13, 2006 13:49:35
A couple of new favorite goodies:

Devoted Spirit Amulet with Crusader's Strike: ToB 3k Heal 1d6+1 with a standard attack action 1 per combat.

Desert Wind Cloak with Death Mark: ToB 3k Do 6d6 fire damage in a radius based on size (with a DC13+wis for half) in addition to regular melee attack damage on a strike once per combat.

Stone Dragon Belt with Mountain Hammer: ToB 3k Do +2d6 damage on a single strike and ignore DR and Hardness once per combat.

Ring of the Diamond Mind: ToB 3k Use a concentration check in place of a fortitude check once per combat.
#305

zombiegleemax

Aug 13, 2006 13:55:56
theres a a pair of bands in Cpsi that double the range of any thrown weapon. the best part of it is that they are only 2,000 gp and are always active. pretty much a must have for any thrower that doesnt rely on precision and still good for those that do
#306

auldar

Sep 05, 2006 20:49:47
#307

tuefel

Sep 05, 2006 21:16:32
Ring of the Diamond Mind: ToB 3k Use a concentration check in place of a fortitude check once per combat.

or Reflex
or Will
(just one per ring, or could you change after a 24 hour focus?)

and as an extra special bonus it is not an automatic failure on a roll of 1.
#308

skyrocket

Sep 06, 2006 0:46:42
Planar Atlas. A +2 to Knowledge: The Planes checks for only 25gp. It's like getting skill focus for next to nothing.

If you really want to be cute ask your DM to let you do variantes on this book for other knowledge skills.:D
#309

zombiegleemax

Sep 06, 2006 1:16:15
Hmmmmm....

I just had a thought.

An EEEEEEVIL thought.

Starmantle Cloak (BoED, 132,000 gp) Protects from non-magical weapons and provides a DC 15 reflex save vs attacks made by magic weapons

Ring of the Diamond Mind: ToB 3k Use a concentration check in place of a fortitude check once per combat.

or Reflex
or Will
(just one per ring, or could you change after a 24 hour focus?)

and as an extra special bonus it is not an automatic failure on a roll of 1.

So, say theoretically, I could make a character whose Reflex save is 15. It's not even that hard. Monk 4/ Rogue 4, DEX 18 = Reflex save of +12. Add in Ranger or somesuch 2 for another 3.

Once I got Reflex to +14 or higher, one Starmantle Cloak and Ring of the Diamond Mind (keyed to Reflex) later, and I'm immune to weapon damage. All weapon damage. Ever. Yes, even that.

EDIT: If the ring works such that only one '1' is negated per round, then it's not too broken. But if it's like the feat Steadfast Determination (where not failing on a natural one is an entirely separate effect), then this combo does work to make you immune to all weapon damage you ever take. That's a damn good bargain for 135 000 gp.
#310

ressurrector

Sep 06, 2006 1:27:08
EDIT: If the ring works such that only one '1' is negated per round, then it's not too broken.

The way it works is you can use a Counter (type of maneuver) once per combat that lets you replace a save with a Concentration check, this concentration check does not auto-fail on a nat 1.

So: Its only once per combat, and you'd need a +14 concentration check or better as well.
#311

zombiegleemax

Sep 06, 2006 1:29:49
Well... good.
#312

zombiegleemax

Sep 10, 2006 17:12:17
Ring of Telekinesis is worth nearly any price; buy it and 15 Colossal crossbow bolts, and you're now dealing more damage per round than anyone else in the party. If you're willing to dish out some extra cash, get Colossal Greatswords. They're well worth it for the damage increase.

We always give the party rogue one of these in my tabletop game...he's actually useful in combat! And he can add sneak attack dice with it if they're flat-footed, though at this point whatever-d-6 doesn't matter that much.
#313

the_taken

Sep 10, 2006 18:17:46
Did anyone mention twenty aligned arrows? Give a quiver of evil arrows to a paladin and BOOM! Instant wight. Aspiring Champion of Hextor? Best example of pure good magic creating a creature of evil. Well, a more evil creature.
#314

Iry

Sep 10, 2006 22:29:05
Last I say about this:
  • Alchemist's Fire
    • the towel would not absorb much of the fluid, so it wouldn't do all that much.
    • you still have to pay for all the alchemist's fire, so you don't save money, in fact you pay extra for the towel.
    • Just chuck a barrel of the stuff and be done with it....

  • Poison
    • would only work with contact poison
    • probably wouldn't deliver a full dose
    • likely to poison a non-immune weilder

  • Potion
    • Potions must be consumed. Unless you force the towel down their throat, it won;t do anything but dampen them. (Oils -might- work)
    • probably wouldn't deliver a full dose
    • spell effect would probably affect the weilder, too

  • Stats
    • Towel will not pierce, slash, or bludgeon particularly well, so it shoulndn't really do any damage, I think calling it an improvised whip is generous (it still does as much as an average punch, which is way too much... maybe 1 subdual bludgeoning?)
    • even a beach towel is too short to provide effective reach
    • I guess I could see a towel getting the trip ability and disarm bonus, as a rope used as an improvised weapon would...



EDIT:
Tempest beat me to the punch and (as usual) said it better. Go Tempest, Go!

Clearly a Uranium Towel is the ideal path to go. :surrender
#315

catharz

Sep 10, 2006 23:23:12
Planar Atlas. A +2 to Knowledge: The Planes checks for only 25gp. It's like getting skill focus for next to nothing.

If you really want to be cute ask your DM to let you do variantes on this book for other knowledge skills.:D

Already exists. It's called a "masterwork tool."
#316

zombiegleemax

Sep 11, 2006 3:37:08
Did anyone mention twenty aligned arrows? Give a quiver of evil arrows to a paladin and BOOM! Instant wight. Aspiring Champion of Hextor? Best example of pure good magic creating a creature of evil. Well, a more evil creature.

I believe the current ruling is that that doesn't count as "wielding" the arrows, but I could be wrong.
#317

the_taken

Sep 11, 2006 11:44:41
I believe the current ruling is that that doesn't count as "wielding" the arrows, but I could be wrong.

The character might not be "weilding" the arrows, but he's still "carrying" them.
#318

vanigo

Sep 11, 2006 20:58:58
Monocle of perusal: 6,500 gp for the ability to cast identify once a day? Sounds like the kind of thing that'll pay for itself sooner or later to me. The +5 to Appraise checks is just gravy.
#319

pawsplay

Sep 12, 2006 0:24:30
Ring of mind shielding (8000 gp) - immunity to having your thoughts read or your alignment detected, great against doppelgangers or pesky clerics. Or, you know, paladins, if you're into that kind of thing.
#320

Janos_Antero

Sep 12, 2006 1:06:05
Gauntlets of Heartfelt Blows to add fire damage equal to your charisma bonus to all melee attacks. 12k (Dragon Compendium)
#321

soltares

Sep 12, 2006 1:26:30
Minor quibble about the Arrows of Spell Storing (Cure Light Wounds) trick. If ya got 'em, there's no reason not to put Cure Serious Wounds in 'em, since they can store up to 3rd level spells.

But to have a special ability, they have to have a +1 bonus (DMG p. 221 or eight pages down here). So it's a minimum of 8,000 gp for 50 of these bits of ammunition.

And they have to both hit the creature, *and do damage to it,* for the spell to go off, making the whole notion a bit less useful than just picking up a Wand of Cure Light Wounds at CL 1 for 750 gp.

Pretty much any party is gonna have *someone* who can use the Wand, whether it be a Cleric, Druid, Bard, Paladin, Ranger, Adept, etc. Cure Light Wounds is on a heckuva a lot of spell-lists...
#322

auldar

Sep 18, 2006 0:15:55
My DM introduced this to our play group a couple of years ago, and it was certainly a memorable event..

Flesh of Orcus - 6000gp, Wonderous Item from Ghostwalk.

Fort save 22 or die and rise as a vampire the next night.

Cheapest +8 LA gold can buy :P

Totally stuffed up my character's XP progression, until my DM destroyed him with a Sun domain cleric a session or 2 later. All up, quite entertaining.
#323

xanadu

Sep 18, 2006 3:04:33
Circlet of persuasion. For 4500 gold you get +3 bonus on cha checks. It is cheap and thus available at low levels, especially nice for bards and UMD users.
#324

zombiegleemax

Sep 20, 2006 2:19:04
This is why physics should never be applied to D&D...

back to the list...

Skin of Ectoplasmic Armor(CompPsi): protects like platemail, but higher max dex and lower ACP and ASF. Also doesn't slow you down. Oh, and you can 'don' it with a standard action, so you can take it off to be stealthy. You can even sleep in it without getting fatigued...

Best yet, it's not actually armor! You can wear it over +1 studded leather with all your favorite abilities tacked on, and a monk can wear it and still use all their abilities...

Price? 3,000 gp. That's less than 1/20th of Bracers of Armor +8...

Sorry to rain on everyone's parade but the Armor Bonus to AC fro the Skin of Ectoplasmic Armor does not stack with Armor Bonuses from other sources. It even says as much in the effect entry of the item.
#325

catharz

Sep 20, 2006 2:44:43
Sorry to rain on everyone's parade but the Armor Bonus to AC fro the Skin of Ectoplasmic Armor does not stack with Armor Bonuses from other sources. It even says as much in the effect entry of the item.

The armor bonus doesn't stack, but the point is that you still get all of the wonderful abilities from the leather armor.
#326

ressurrector

Sep 20, 2006 4:19:34
As I said to my DM:
"Can my monk have one of these?" (referring to skin of ectoplasmic armor)

He then hit me over the head with the DMG...
#327

zombiegleemax

Sep 20, 2006 14:34:12
The armor bonus doesn't stack, but the point is that you still get all of the wonderful abilities from the leather armor.

touche, I don't usually do things like that, so I didn't think of that angle. I feel a bit foolish now.

Oh well.
#328

fendrin

Sep 20, 2006 15:29:04
touche, I don't usually do things like that, so I didn't think of that angle. I feel a bit foolish now.

Oh well.

eh, don't worry about it. you meant well.
#329

marcus_antonius

Oct 21, 2006 1:51:22
A friend of mine just had a great ide for an item.

Using the irem creation rules you can create a ring (or any other slotted item) that has a permanent "shield" effect.

Following Formula applies:

spell level x min. caster level. x 2000 (for continous item) x2 (because the spells duration is measured in minutes)

so we have: 1x1x2000x2 = 4000gp...

for an item that gives: +4 shield bonus and IMMUNITY to magic missles.
(also: the shield bonus counts against incorporeal touch attacks since its a force effect)

P.S.: I know that the item-creation rules are not always applicable but seeing the above armor...It's just matching ;)
#330

fendrin

Oct 21, 2006 7:40:09
A friend of mine just had a great ide for an item.

Using the irem creation rules you can create a ring (or any other slotted item) that has a permanent "shield" effect.

Following Formula applies:

spell level x min. caster level. x 2000 (for continous item) x2 (because the spells duration is measured in minutes)

so we have: 1x1x2000x2 = 4000gp...

for an item that gives: +4 shield bonus and IMMUNITY to magic missles.
(also: the shield bonus counts against incorporeal touch attacks since its a force effect)

P.S.: I know that the item-creation rules are not always applicable but seeing the above armor...It's just matching ;)

I must say, this is an example of a custom item that no sane DM would allow (at that price). the +4 AC alone would cost 16k! Add in the immunity to Magic Missile, and you are looking at, maybe 17500 at the cheapest.

Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Price Values.

Bracers of Armor +4 are 16k, Brooch of Sheilding is 1500. Double the brooch's prce to make it infinite, then cut it in half again because it is a secondary effect.
16000+(1500*2)/2 = 16000+1500 = 17500
#331

caelic

Oct 21, 2006 9:55:32
Precisely, fendrin, and that's one of the reasons I'm not including custom items in this list. Creating custom items is an art, not a science; the price tables in the DMG are guidelines, not hard-and-fast rules, and are supposed to be secondary to basing the price on the power of existing items.

Too many people ignore the first and most important guideline, and treat the secondary guidelines as if they were indisputable rules.
#332

zombiegleemax

Oct 21, 2006 9:55:50
Items I like, and that weren't listed:

Silent portal disk (350gp, MoF p165):
Any door you put the disk on makes no sound, no creaking when you open it, no cracking if you smash the lock. Your DM will hate your rogue. If you cast "animate object" on the door, you will have the first door ninja ever. You could also wack people with the door and the hit wouldn't make a noise.

Warbeast Mounts (Under 1800gp for even the dire animals, MM2 p219):
The barbarian in you will love these critters. A warbeast dire tiger costs only 1300gp, and weaker animal warbeasts cost a lot less. They are automaticly obeydient mounts. There is a downside, be wary of their will saves...

Uber armor (2650 gp, OA p75 and/or A&EG p15):
“+1 Masterwork Chainshirt” + “MW Chahar-Aina” + “ +1 MW Dastana” = +8 AC, +4 max dex, -1 armor check, 30% arcane failure, light armor

Drow arrow poison (120gp, SS p47)
DC17 fort or fall unconsious, after that another save for 2d4 hours sleep. One of the best poisons.

Needle trap (50gp (without poison), BoVD p40):
Can be installed in any weapon, I think it's kinda neat. The other traps on that page are cool too.

Methilds Harp (4100gp, MoF p162):
It opens all locks and other things that close and bind in 100ft (100ft range = prison riots.). 3 times per day. It even dispels hold portal and arcane lock. I feel so sorry for the "open lock" skill...
Anyways, the description suggests that you can also destroy wooden buildings (or ships, or neighborhoods) with it, because many medieval wooden buildings were made with "bolts" and "bindings", and these are opened and undone as well.
It can only be used by anyone who has 1 rank in perform(harp) (Wow, what a brave attempt to balance it... Jesus Christ, what do they smoke over at wizards...).
Can anyone here think of a reason NOT to have this item?

Oh, and I totally dig this little guy.
#333

caelic

Oct 21, 2006 10:13:50
I'll put those in, Sylvar. Hmm...should the item entries have a way to differentiate between 3.0 and 3.5, though? Some DMs won't allow items from one or the other.
#334

zombiegleemax

Oct 21, 2006 10:27:03
Yeah some items are 3.0, the books they're in should be enough information for the items I posted, they weren't reprinted.

PS. I think DMs shouldn't really enforce the "I want you to burn all your 3.0 books"-rule on items. The item cash & items rules didn't change, only the classes, stats and magic stuff.
#335

friendlyfrog

Oct 21, 2006 15:05:10
PS. I think DMs shouldn't really enforce the "I want you to burn all your 3.0 books"-rule on items. The item cash & items rules didn't change, only the classes, stats and magic stuff.

Yet it's the 3.0 magic items that are mostly the biggest problem with using 3.0. Well, at least most things from A&EG. Some of the things there need their price quintupled to be balanced.
#336

Todd

Oct 21, 2006 16:56:27
Complete Mage has some GREAT magic items in it! And some are really cheap too!

Ring of Mighty Summons ... max HP on summoned creatures, but reduced duration. 14,000 GP.

Spellguard Rings ... comes in a pair for 4,000 gp ... caster wears one and ally the other. Ally is immune to casters spell 3/day.

Rod of Magical Precision ... forget having to have Precise Shot for 12,000 gp.

Rod of Many Wands ... gatling gun wand holder! Woot! 27,000 gp.

Metamagic Wandgrip ... 3/day apply metamagic feat you know to wands or staves for 6,000 gp!!!!

Heward's Fortifying Bedroll ... need only 1 hour of sleep to regain the ability to memorize spells / regain slots, instead of the normal 8, for 3,000 gp!
#337

tleilaxu_ghola

Oct 21, 2006 17:43:15
Metamagic Wandgrip ... 3/day apply metamagic feat you know to wands or staves for 6,000 gp!!!!

any?

ANY?!

ANY?!?!

Any metamagic feat? Like... persistant? Those are cheaper than night sticks! And sooo much better!
#338

Tempest_Stormwind

Oct 21, 2006 17:48:34
I think my heart skipped not one, but SIX separate beats when I read those.

I stand firmer in my belief that NOT buying Complete Mage is one of the best choices I've made in a long time.
#339

Todd

Oct 21, 2006 17:55:27
any?

ANY?!

ANY?!?!

Any metamagic feat? Like... persistant? Those are cheaper than night sticks! And sooo much better!

Any.

The items were the last part of the book I read. I had to pick my jaw up off the floor when I was done.
#340

zombiegleemax

Oct 21, 2006 17:58:50
All of that stuff from Complete Mage, and you missed the Horizon Goggles? Far Shot and a range extension on all ranged attack roll spells and spell-likes? If that isn't a must for a ray mage or a warlock at 8,000 gp, I don't know what is.

Also, the Wandgrip isn't completely free, requiring extra charges equal to the metamagic's adjustment. I doubt that makes it any less insane, though.
#341

zombiegleemax

Oct 21, 2006 18:02:55
For most builds though, I would not consider it optimal to Persistify a low caster-level spell out of a wand. For fear of relatively easy enemy Dispel Magics.
#342

surreal

Oct 21, 2006 18:04:45
I think Complete Mage is nearing evilgasm worthiness.
#343

Todd

Oct 21, 2006 18:04:47
For most builds though, I would not consider it optimal to Persistify a low caster-level spell out of a wand. For fear of relatively easy enemy Dispel Magics.

Well Residual Magic could let you use the wand at your CL if you cast the spell normally yourself first.
#344

tleilaxu_ghola

Oct 21, 2006 20:09:25
All of that stuff from Complete Mage, and you missed the Horizon Goggles? Far Shot and a range extension on all ranged attack roll spells and spell-likes? If that isn't a must for a ray mage or a warlock at 8,000 gp, I don't know what is.

Also, the Wandgrip isn't completely free, requiring extra charges equal to the metamagic's adjustment. I doubt that makes it any less insane, though.

Oh okay. That makes it so much more balanced. Now we can replace the artificer's class ability with a 6000 gp investment. (or less if you craft it yourself)

Well, on one hand I'm glad that the artificer is no longer alone it it's metamagic dominance. On the other hand...
#345

zombiegleemax

Oct 21, 2006 20:17:21
Fanged Ring in Dragon Magic gives you Improved Unarmed Attack and Improved Natural Attack for a mere 10,000 gold. I can't think of a druid or monk or swordsage or revenant blade.... yeah... that wouldn't want this.

Also... though a 5' step is a free action, is it considered a move action? If so, then the Dark Clasp for 2400 gold would grant you 10' steps - a must have for scouts.
#346

auldar

Oct 22, 2006 1:36:13
Items I like, and that weren't listed:

[b]
Uber armor (2650 gp, OA p75 and/or A&EG p15):
“+1 Masterwork Chainshirt” + “MW Chahar-Aina” + “ +1 MW Dastana” = +8 AC, +4 max dex, -1 armor check, 30% arcane failure, light armor

Nice list there - just wanted to correct this though. It looks like you've stacked the enhancement bonuses of the Datana and the base Chainshirt.

From the OA FAQ:

When you add a dastana or chahar-aina, you get either the
enhancement bonus of the added piece or the enhancement
bonus of the foundation armor (not a shield), whichever is
bigger; if you add both a dastana or chahar-aina, you use the
biggest enhancement bonus of the three.
A magic shield’s enhancement bonus still stacks with
whatever enhancement bonus you’re using for the armor
you’re wearing on your body.
No matter which enhancement bonus you use for the armor
you’re wearing on your body, you get the benefit of any
special armor qualities any of the items you’re using have,
except that similar qualities don’t stack. For example, you
wear a +3 chain shirt of light fortification, a +2 dastana of
spell resistance (13), a +1 chahar-aina of spell resistance
(17), and a +1 shield of heavy fortification. Your panoply of
armor has a total enhancement bonus of +4 (+3 from the
chain shirt and +1 from the shield), and you benefit from the
heavy fortification and spell resistance (17) qualities of the
shield and the chahar-aina.

#347

friendlyfrog

Oct 22, 2006 4:35:01
Heward's Fortifying Bedroll ... need only 1 hour of sleep to regain the ability to memorize spells / regain slots, instead of the normal 8, for 3,000 gp!

Man my Wizards will love this! Amazing for a Warforged, or when coupled with a Ring of sustenance.
#348

zombiegleemax

Oct 22, 2006 4:49:15
Nice list there - just wanted to correct this though. It looks like you've stacked the enhancement bonuses of the Datana and the base Chainshirt.

Oh, I thought dastana counted as shields, I think it says something like that in the A&EG. A&EG is a more recent than OA, so it might be debatable :P

If you don't stack the bonus, it's 1000gp cheaper for +7 AC, that may even be better for low level characters....
#349

hotsake

Oct 22, 2006 10:53:34
Also... though a 5' step is a free action, is it considered a move action? If so, then the Dark Clasp for 2400 gold would grant you 10' steps - a must have for scouts.

Wait, what? Are you saying there's an item for 2400 that turns your 5' steps into 10' steps??? What the hell book is that from?

edit: I see it now, p. 100 of Dragon Magic. No, it doesn't work. A free action is not a move action, and it extends your reach by 5', not your movement. It's also limited to 3x per day.
#350

the_mad_linguist

Oct 22, 2006 11:49:32
Silent portal disk (350gp, MoF p165):
Any door you put the disk on makes no sound, no creaking when you open it, no cracking if you smash the lock. Your DM will hate your rogue. If you cast "animate object" on the door, you will have the first door ninja ever.

That's worth sigging
#351

Richmud

Oct 22, 2006 13:58:36
I don't know if this makes it better, buts worth noting that the metamagic wandgrip can not apply metamagic that will raise a spell above level 9
#352

tleilaxu_ghola

Oct 22, 2006 14:42:17
I don't know if this makes it better, buts worth noting that the metamagic wandgrip can not apply metamagic that will raise a spell above level 9

Wait.... "level" or "spell slot". If it's level... then oh noes, we can't heighten the crap out it. If it's spell slot, then the ability is much, much more balanced.
#353

heax

Oct 22, 2006 15:22:24
The Spell Storing ability doesn't appear on the 'random abilities' for a ranged weapon in the DMG; does this mean that Ranged Weapons and Ammunition cannot have the enchantment? Or does it mean that it only works if the arrow is used as a melee weapon? Or am I totally missing the point?
#354

Richmud

Oct 22, 2006 16:04:31
Wait.... "level" or "spell slot". If it's level... then oh noes, we can't heighten the crap out it. If it's spell slot, then the ability is much, much more balanced.

You can't increase the slot above 9th
#355

tleilaxu_ghola

Oct 22, 2006 17:18:56
Okay. Well it's still potent, but it's use for persistant buffs is limited somewhat.

Though... dual wand wielder with metamagic wand grips + arcane thesis + maximize + empower + energy admixture

You can't get wands above 4th level (oh well you can still get orb spells.) With arcane thesis (orb of cold), you can cram in empower (+1), maximize (+2), Searing or Scorching (+0) (whichever penetrates immunity), Energy Substitution (-1), Twin (+3)

You spend 6 charges on one hand, and 7 on the other... but you get 30*6 + 7d6 damage in a single std action. (not subject to SR, no save).

I think that's correct?
#356

zombiegleemax

Oct 22, 2006 17:31:17
edit: I see it now, p. 100 of Dragon Magic. No, it doesn't work. A free action is not a move action, and it extends your reach by 5', not your movement. It's also limited to 3x per day.

Ahh, I read the 'perform a move action with 5 additional feet of reach' wrong.

Anyway, Shadowy Diadem in the same book isn't bad, either. Concealment as in Darkness and immunity to energy drain effects for 4,400 gold.
#357

hotsake

Oct 22, 2006 21:40:37
Anyway, Shadowy Diadem in the same book isn't bad, either. Concealment as in Darkness and immunity to energy drain effects for 4,400 gold.

10 rds, 3x day, as long as you're not in the area of a [light] spell of 3rd lvl or higher. Could be useful for hiding anywhere, or if you tend to face a lot of undead.
#358

zombiegleemax

Oct 28, 2006 21:45:13
Minor quibble about the Arrows of Spell Storing (Cure Light Wounds) trick. If ya got 'em, there's no reason not to put Cure Serious Wounds in 'em, since they can store up to 3rd level spells.

But to have a special ability, they have to have a +1 bonus (DMG p. 221 or eight pages down here). So it's a minimum of 8,000 gp for 50 of these bits of ammunition.

And they have to both hit the creature, *and do damage to it,* for the spell to go off, making the whole notion a bit less useful than just picking up a Wand of Cure Light Wounds at CL 1 for 750 gp.

Just as some gas to that fire, apparently Wizards has already priced out such a thing, from Masters of the Wild pg 29...

Arrow of Cure Light Wounds: When this otherwise
normal +1 arrow strikes a target, it does no
damage . Instead, the target is affected as if by a cure
light wounds spell, which cures 1d8+1 points of damage.
If such an arrow strikes an undead target, the creature
is entitled to spell resistance and a Will save (DC 11)
for half damage.
An arrow of cure moderate wounds cures 2d8+3 points of
damage and has a save DC of 12. An arrow of cure serious
wounds cures 3d8+5 points of damage and has a save DC
of 13. An arrow ofcure critical wounds cures 4d8+7 points of
damage and has a save DC of 14.
Caster Level: 1st (light), 3rd (moderate), 5th (serious), 7th
(critical); Prerequisites : Craft Magic Arms and Armor, cure
lightwounds (light), cure moderate wounds (moderate), cure serious
wounds (serious), or cure critical wounds (critical);
Market Price: 107 gp (light), 607 gp (moderate), 1,507 gp (serious),
or 2,807 gp (critical); Cost to Create : 57 gp + 4 XP
(light), 307 gp + 24 XP (moderate), 757 gp + 60 XP (serious),
or 1,407 gp + 112 XP (critical).

By the by, this thread rocks - thank you for providing my Invisible Blade with the ungawdly great Gloves of the Master Strategist.
#359

timespike

Oct 29, 2006 0:02:48
Great thread! I'll be sending my more inexperienced players here.
#360

timespike

Oct 29, 2006 0:24:21
I think my heart skipped not one, but SIX separate beats when I read those.

I stand firmer in my belief that NOT buying Complete Mage is one of the best choices I've made in a long time.

There's more here than meets the eye. Sure, you can metamagic that wand, but you'll burn through it REALLY fast.
#361

ghostwheel

Oct 29, 2006 4:34:53
Ok, I have re-read this entire thread, and will now return to the OP. The Iron Horn of valhalla.

See: Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% and refer to the table below to see what type of horn is found. The horn’s type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself summoned.
d% Type of
Horn Barbarians
Summoned Prerequisite
01–40 Silver 2d4+2, 2nd level None
41–75 Brass 2d4+1, 3rd level Spellcaster level 1st
76–90 Bronze 2d4, 4th level Proficiency with all martial weapons or bardic music ability
91–100 Iron 1d4+1, 5th level Proficiency with all martial weapons or bardic music ability

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

The important part of this is that the "Barbarians" are in fact Constructs. This makes them immune to a lot of things. And since I do not believe that summoned creatures are dispelled by "Dispel Magic" spells (because the magic has already happened!), there are suddenly 2-5 Raging Barbarians(5th level!) in play is a frightening prospect.

And before anyone starts arguing with me, I would rule that a "dispel magic" only could eliminate one of those barbarian constructs at a time.
#362

zombiegleemax

Oct 29, 2006 5:00:56
The important part of this is that the "Barbarians" are in fact Constructs. This makes them immune to a lot of things.

True, but it also means they have no Con score (by RAW) so their rage lasts all of 3 rounds, and they get no bonus hit points.

And since I do not believe that summoned creatures are dispelled by "Dispel Magic" spells (because the magic has already happened!),

You are mistaken. You're confusing summoning with calling.
When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from

Emphasis mine.

there are suddenly 2-5 Raging Barbarians(5th level!) in play is a frightening prospect.

The item is somewhat expensive, at 50,000 gp, and can only be used once per week. By the time it is affordable, 5th barbarians aren't going to swing the battle that much.

And before anyone starts arguing with me, I would rule that a "dispel magic" only could eliminate one of those barbarian constructs at a time.

A targeted dispel (at the barbarian) might only eliminate one of them. However, an area dispel is definitely capable of taking out more than one.
#363

lyinginbedmon

Oct 29, 2006 5:52:16
I've recently found an At-Will weapon of Weapon Shift to be a pretty useful thing. With the effect lasting just 1 minute, you can get it for +2000 GP (SL1*CL1*2000 (*1 for At-Will instead of Continuous)) to the base weapon's price (I use a Quarterstaff, but you can use whatever), and the weapon keeps all the special qualities it still qualifies for! So, you could potentially get a Keen Flaming Burst Throwing Returning Scythe for a much reduced cost as a Quarterstaff, which can also be a Keen Flaming Burst Throwing Returning Waraxe, or Dwarven Urgosh, or Halberd...

You are limited only by your own imagination (And if smart, your weapon proficiencies :P). Need reach? Halberd. Need base damage? Greataxe. Need critical hits? Longsword. Need critical damage? Scythe. Every weapon with the same enhancements is at your beck and call!
#364

timespike

Oct 29, 2006 8:21:24
Belts of many pockets are nice. 11,000 gp and you have 64 little bags of holding around your waist, each able to store 1 cubic foot of material that weighs up to 10 pounds. It can store your familiar indefinitely, and retrieving objects doesn't provoke AoOs. (Complete Arcane, page 147-148)
#365

nicholas_the_paladin

Oct 31, 2006 3:13:50
I've recently found an At-Will weapon of Weapon Shift to be a pretty useful thing. With the effect lasting just 1 minute, you can get it for +2000 GP (SL1*CL1*2000 (*1 for At-Will instead of Continuous)) to the base weapon's price (I use a Quarterstaff, but you can use whatever), and the weapon keeps all the special qualities it still qualifies for! So, you could potentially get a Keen Flaming Burst Throwing Returning Scythe for a much reduced cost as a Quarterstaff, which can also be a Keen Flaming Burst Throwing Returning Waraxe, or Dwarven Urgosh, or Halberd...

You are limited only by your own imagination (And if smart, your weapon proficiencies :P). Need reach? Halberd. Need base damage? Greataxe. Need critical hits? Longsword. Need critical damage? Scythe. Every weapon with the same enhancements is at your beck and call!

man, just for +2000gp? I love this !

From what source is this?
#366

lyinginbedmon

Oct 31, 2006 10:28:25
That's right folks! For any melee weapon for the price of one! Look to page 237 of Spell Compendium
#367

zombiegleemax

Oct 31, 2006 10:33:21
Belts of many pockets are nice. 11,000 gp and you have 64 little bags of holding around your waist, each able to store 1 cubic foot of material that weighs up to 10 pounds. It can store your familiar indefinitely, and retrieving objects doesn't provoke AoOs. (Complete Arcane, page 147-148)

It's nice, but the Belt of Magnificence in MiniHB is just so much better.

Ring of Greater Counterspells should be on there methinks, from dmg II.
#368

auldar

Oct 31, 2006 16:35:18
I've recently found an At-Will weapon of Weapon Shift to be a pretty useful thing. With the effect lasting just 1 minute, you can get it for +2000 GP (SL1*CL1*2000 (*1 for At-Will instead of Continuous)) to the base weapon's price (I use a Quarterstaff, but you can use whatever), and the weapon keeps all the special qualities it still qualifies for! So, you could potentially get a Keen Flaming Burst Throwing Returning Scythe for a much reduced cost as a Quarterstaff, which can also be a Keen Flaming Burst Throwing Returning Waraxe, or Dwarven Urgosh, or Halberd...

You are limited only by your own imagination (And if smart, your weapon proficiencies :P). Need reach? Halberd. Need base damage? Greataxe. Need critical hits? Longsword. Need critical damage? Scythe. Every weapon with the same enhancements is at your beck and call!

Nice to know about the spell, however as described, it's a custom magic item which aren't included in this thread.
#369

zombiegleemax

Oct 31, 2006 19:32:53
BreakfastNinja report-- Bunko Bahgains, Numbah One!

DMG (D20srd)

Scarab of Protection

This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.

The scarab’s possessor gains spell resistance 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.

Strong abjuration and necromancy; CL 18th; Craft Wondrous Item, death ward, spell resistance; Price 38,000 gp.



and

Scarab, Golembane


This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.




By Item Creation guidelines, the Scarab of Protection should cost 80,000 -- just for the SR!
#370

ressurrector

Oct 31, 2006 20:54:04
BreakfastNinja report-- Bunko Bahgains, Numbah One!

DMG (D20srd)

Scarab of Protection

This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.

The scarab’s possessor gains spell resistance 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.

Strong abjuration and necromancy; CL 18th; Craft Wondrous Item, death ward, spell resistance; Price 38,000 gp.

By Item Creation guidelines, the Scarab of Protection should cost 80,000 -- just for the SR!

Tell me about it...The DM in my game just gave one out, and I'm still trying to figure out a way for my artificier to turn off the absorption function, so it'll never crumble.
#371

auldar

Oct 31, 2006 21:16:26
Tell me about it...The DM in my game just gave one out, and I'm still trying to figure out a way for my artificier to turn off the absorption function, so it'll never crumble.

By the description, it looks optional.. can absorb, not automatically absorbs..
#372

colm_l

Nov 01, 2006 4:07:51
Tell me about it...The DM in my game just gave one out, and I'm still trying to figure out a way for my artificier to turn off the absorption function, so it'll never crumble.

It's a complicated ritual using 42,000 GP worth of ruby dust ;)
#373

zombiegleemax

Nov 03, 2006 2:56:17
Ahhh... see, that Armor enchantment, SOULFIRE, from the Book of Exalted Deeds. Absorbs your negative energy/death attacks.

Instead of limited Scarab of Protection. See?

...there you go.



--the Breakfast Ninja!
#374

Lokiyn

Nov 06, 2006 23:54:57
I'm shocked

Marvelous Pigments
[indent]These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.[indent]Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Items created are not magical; the effect is instantaneous.[/indent][/indent]

Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.


One of the most useful stock wondrous items in the game, and no one has mentioned it.
Lets take a look at some mundane items

Spyglass (if 3 square feet depict one 33,000gp worth of spyglasses)
Poisons
Any Spice or Foodstuff (1000cubic feet is rougly 7500 gallons of Almond or sesame oil or 75,000 gp market 37,500 gp sell)

The possibilities are endless. My favorite use has been the escaping jails by painting doors on the walls.
#375

ressurrector

Nov 07, 2006 0:56:27
Ahhh... see, that Armor enchantment, SOULFIRE, from the Book of Exalted Deeds. Absorbs your negative energy/death attacks.

Instead of limited Scarab of Protection. See?

...there you go.



--the Breakfast Ninja!

You, sir, are Brillant!
I'm shocked

Marvelous Pigments
[indent]These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.[indent]Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Items created are not magical; the effect is instantaneous.[/indent][/indent]

Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.


One of the most useful stock wondrous items in the game, and no one has mentioned it.
Lets take a look at some mundane items

Spyglass (if 3 square feet depict one 33,000gp worth of spyglasses)
Poisons
Any Spice or Foodstuff (1000cubic feet is rougly 7500 gallons of Almond or sesame oil or 75,000 gp market 37,500 gp sell)

The possibilities are endless. My favorite use has been the escaping jails by painting doors on the walls.

Just read that last sentence, and then go back over your money making scheme...
#376

Lokiyn

Nov 07, 2006 9:30:50
Just read that last sentence, and then go back over your money making scheme...

And whats your point? You can paint up to 100 square feet if objects with a cubic value of 1000 cubic feet. Of those objects no item may exceed 2000gp in market value.

A Spyglass costs 1000gp and certainly doesn't have an imprint of over 25 square feet. As long as you paint at least four of them (taking 10 min, dc 15 craft check, and some of the square footage) you recover the cost of the pigments
#377

colm_l

Nov 07, 2006 12:04:15
And whats your point? You can paint up to 100 square feet if objects with a cubic value of 1000 cubic feet. Of those objects no item may exceed 2000gp in market value.

A Spyglass costs 1000gp and certainly doesn't have an imprint of over 25 square feet. As long as you paint at least four of them (taking 10 min, dc 15 craft check, and some of the square footage) you recover the cost of the pigments

Try rereading it with some reduction in clauses

The user can create normal weapons
Show
, armor, and any other mundane item (including foodstuffs)
#378

Lokiyn

Nov 07, 2006 17:12:09
incorrect.

One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Now if the line was

One pot of marvelous pigments Creates up to a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

I would agree with you.

However the item as stated does not require you to use all the Emulsion at once. However it does have an upper limit on the total square footage of a painting. 100 Square feet. Since the item is not labeled as single use, nor does the item require you to use up all the paint at once, you mat ar your option paint multiple smaller items until you use up the 100 square feet of area the item allows.
#379

kirech

Nov 07, 2006 18:02:40
LOL MARVELOUS PIGMENTS GIVE YOU FREE MONEY!

I think we ought to look at the rules as intended on this one. Do you honestly think that the writers of the DMG intended this item to give players infinite wealth? It looks to me like what they meant was that if you use all of the pigment in one go you could get 2000gp worth of stuff, but if you use less you get proportionately less valuable stuff. Such an interpretation may not fly with a contract lawyer, but I think that a DM who understands the issue would go with door number two on this one.
#380

ressurrector

Nov 07, 2006 18:22:35
In the presence of debatable rules, we here should stick to the most strict and restricting interpretation.
#381

caelic

Nov 07, 2006 19:32:47
Sorry, but on the Pigments, I'm going to go with the simplest reading. One jar can create items (plural) whose value does not exceed 2000 gp.

Yes, it's possible to interpret it differently; in a case where equally-valid readings are possible and one is clearly unbalanced, practical optimization mandates that the other reading is the correct one.

By definition, infinite loops are unbalanced.
#382

zombiegleemax

Nov 08, 2006 15:43:27
Gauntlet of the Dwarven Forge, Complete Warrior 135, 24.000 gold.

Among other, not insignificant abilities, anyone touching this wondrous item besides the wielder takes 1d6+10 points of fire damage.

Now, I don't know a single DM willing to rule that being hit with something is not being touched by it. And since it's a wondrous item and not a weapon, there's no reason that I know of that a monk can't simply deal his unarmed damage plus this sizeable bonus damage.

A steal for a monk or an unarmed fighter.
#383

antarx

Nov 08, 2006 18:11:11
It's nice, but the Belt of Magnificence in MiniHB is just so much better.

Ring of Greater Counterspells should be on there methinks, from dmg II.

Mmmm, actually, I think that a belt of many pockets is a non-slot item. It grants his powers even if is not worn. Something alike a elonnha quiver, or a hewars handy sack. Of course, you must carry it somewhere to be able to retrieve items from is pockets, but I supose that you coul wear a monks belt, and a belt of many pockets on top, or crossed over your chest, or somewhere else.
#384

Lokiyn

Nov 08, 2006 20:28:08
Sorry, but on the Pigments, I'm going to go with the simplest reading. One jar can create items (plural) whose value does not exceed 2000 gp.

You do realize that in this instance you are changing the text to create the alternative reading.

These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions.

So here is the item and what it does.

The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image.

Here is how it works
One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Here is one of its limits

Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface.

More limits
It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials.

More limits
The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

More limits
Items created are not magical; the effect is instantaneous.

Pigment Limitations
  • 100 Square Feet
  • Normal Inanimate Object
  • No creatures
  • Painting must be on a surface
  • No Magic Items
  • Valuable materials (rare metals/minerals) are imitations
  • No item may exceed 2000 gp in value


Now the contested points are (1) and (7) respectively

The claim that the total value of items is limited to 2000gp is false; the text clearly states that no item may have a value of more than 2000 gp, not items as some are claiming.

The sentence is identical in the dmg. Further more in reference to point (1) [how many objects can be created] let's go to the dmg

Thus, a 10-foot-by-10-foot Rendition of a pit would result in an actual 10-foot-by-10-foot-by-10-foot pit; a 10-foot-by-10-foot depiction of a room would result in a 10-foot-by-10-foot-by-10-foot room; and so on

But lokiyn, you say,
you’re an ignorant munchkin who uses elite speech

look all of those items are 1000 cubic feet and singular.

-Doors, Pits, Flowers, Trees, Cells, and so on.

Oh look Items presented in multiples that have less than a 1,000 cubic foot volume.

Seriously, read the text. You can make multiple items each item has an upper value of 2000gp, and you have 100 square feet of paint to work with. This isn't rocket science. Regardless of Intent this is what the text allows.
#385

zombiegleemax

Nov 08, 2006 21:02:27
One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

No mention of whether a pot is sufficient to create 2 500 cubic foot objects, or even 2 1 cubic foot objects. If you want to read the text literally, you have to read the WHOLE text literally. It is sufficient to create 1 1,000-cubic foot object. It is not sufficient to create 1000-cubic feet of objects.

The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Weapons is plural, which might be taken to contradict the 1 item limit. However, mundane item is singular. So your choices are weapons [plural], armor [unspecified], and any mundane object [singular, as in just one].
#386

tleilaxu_ghola

Nov 08, 2006 21:06:53
Sorry, but on the Pigments, I'm going to go with the simplest reading. One jar can create items (plural) whose value does not exceed 2000 gp.

Yes, it's possible to interpret it differently; in a case where equally-valid readings are possible and one is clearly unbalanced, practical optimization mandates that the other reading is the correct one.

By definition, infinite loops are unbalanced.

Since when does "practical optimization" have such a credence that it can be used as a basis for the refutation of another interpretation?

"Practical Optimization" is a nice concept to follow, don't get me wrong, but I just don't see it as a basis of proof.
#387

Lokiyn

Nov 08, 2006 21:41:08
No mention of whether a pot is sufficient to create 2 500 cubic foot objects, or even 2 1 cubic foot objects. If you want to read the text literally, you have to read the WHOLE text literally. It is sufficient to create 1 1,000-cubic foot object. It is not sufficient to create 1000-cubic feet of objects.

Wrong, At no point did i claim to make 1000 cubic feet of objects.

Instead we have this line
One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

There is an important distinction between this line[indent]One pot of marvelous pigments creates a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. [/indent]

In the one line the sentance is structured in such a manner to place an upper limit on the Pigments, stating the largest possible area covered by the paints. The other sentence simply states and end product. One is variable one is fixed. How odd that the variable statement is the one used, allowing objects with less than 100 square foot 2d prints.

The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

So your choices are weapons [plural], armor [unspecified], and any mundane object [singular, as in just one].

The example texts clearly allow multiple objects, the quoted sentance is the cost of individual item limit. Again, not the sum total.
#388

ressurrector

Nov 08, 2006 22:35:47
Alright, let's go through this sentence by sentence, to see if it's intended that the creation of multiple items is intended. Remember, this is magical so the argument of a waterclock taking more paint than a sword is irrelevant here.
These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions.

This is saying that emulsions (plural) can create objects (plural)
This is unclear as to if each emulsion is restricted to a single item or not.
The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image.

This specifically talks about the user creating a single object, and it says the emulsion flows out to create it, negating any claims that by efficient painting you could reduce pigment usage.
One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

This specifically states that the pigment creates a (singular) item when used, and then gives size limits to the item created.

Here's the second part, detailing what sort of things can be created:
Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials.

This is a list of restrictions which limit the object created to being non-living, non-magical, and not created of gems or prescious metals.
The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

In this case, I would argue that weapons (plural) is used because there is more than one type of weapon.

In any event, the first paragraph describes the use of the item, and the second describes the limitations.
If the first paragraph reads that one item is created, than the entirety of the second paragraph is just limitations on that single item.
#389

auldar

Nov 08, 2006 22:38:02
This dispute can go on forever and a day, however, in reality no DM is going to let you use this to break his game.

Nice find, but I think it's time to move along and take this to the "stupid arguments thread". I'd rather not see this fantastic thread filled with an argument, when to date it's filled primarilly with useful items.
#390

kilroo

Nov 09, 2006 8:14:36
It says "objects of value," not "valuable materials." A DM doesn't even have to use Rule 0 to decree that anything you draw that could break the economy is actually some near-worthless facsimile.
#391

nicholas_the_paladin

Nov 09, 2006 8:37:19
This dispute can go on forever and a day, however, in reality no DM is going to let you use this to break his game.

Nice find, but I think it's time to move along and take this to the "stupid arguments thread". I'd rather not see this fantastic thread filled with an argument, when to date it's filled primarilly with useful items.

I second that.
#392

carnivore

Nov 09, 2006 17:15:25
thirded

:D
#393

caelic

Nov 09, 2006 18:21:07
Yes, please, folks. I'm not sticking the pigments in the initial post as an infinite money machine, so further debate isn't going to be productive. You'll notice that other infinite-loop items (Gate scrolls, f'rinstance) also aren't in the initial post, even ones that don't rely on semantic arguments to make the infinite loop work; that's just not why I created the thread.
#394

kilroo

Dec 06, 2006 19:04:22
Yes, please, folks. I'm not sticking the pigments in the initial post as an infinite money machine, so further debate isn't going to be productive. You'll notice that other infinite-loop items (Gate scrolls, f'rinstance) also aren't in the initial post, even ones that don't rely on semantic arguments to make the infinite loop work; that's just not why I created the thread.

On the subject of breaking economies, the Survival Pouch from RotW (already mentioned) rather glaringly fails to say that either the shovel or the mule you can pull from it ever disappears. And if you started stockpiling quivers with one arrow left in them, same pretty much goes for the bows. Take a while to pay for itself that way, though.

I was going to mention Heward's bedroll thing, but someone already did. Never mind.
#395

cantrip

Dec 06, 2006 22:28:35
On the subject of breaking economies, the Survival Pouch from RotW (already mentioned) rather glaringly fails to say that either the shovel or the mule you can pull from it ever disappears. And if you started stockpiling quivers with one arrow left in them, same pretty much goes for the bows. Take a while to pay for itself that way, though.

I was going to mention Heward's bedroll thing, but someone already did. Never mind.

"Each item lasts for 8 hours unless otherwise indicated." It's just before the list of items the pouch can produce. Reasonably, a DM could rule that the bow disappears after 8 hours even if all the arrows are not used.
#396

kilroo

Dec 07, 2006 8:42:39
"Each item lasts for 8 hours unless otherwise indicated." It's just before the list of items the pouch can produce. Reasonably, a DM could rule that the bow disappears after 8 hours even if all the arrows are not used.

I'm blind! I'm blind! How will I ever read Dragon Magic when I get it?

...Sorry about that.
#397

imneuromancer

Dec 07, 2006 9:41:05
Maybe I somehow skipped the post where someone recommended it, but... 1st level Pearls of Power are pretty much AWESOME. 1,000 GP each for an extra first level slot means almost continuous Lesser Vigors, Mage Armors, or any number of really useful 1st level spells.

At low levels they can basically double your number of spells. At higher levels it means you can spam some of the useful spells like mage armor (now your whole party can get that +4 to incorporeal attacks!) or whatever.
#398

necromas

Dec 11, 2006 21:29:59
The rod of wonder, provided you have access to one or more of the many ways to get a reroll on it, becomes a valuable item due to it's unlimited charges.
#399

lostone

Dec 12, 2006 8:53:13
The Rod of Wonder is an unpopular item in our group.

Fighting a badguy that was a hard fight for our group already, the wand of wonder enlarged the badguy and blinded everyone in the group for the rest of the short fight (the badguy was immune to blinding effects).

We had been telling the guy that wand of wonder was going to get him killed...we were partially right...it got us all killed.
#400

zombiegleemax

Dec 12, 2006 10:27:06
The Skillfull weapon enchant gives its user a Cleric's BAB at the price of a +2 weapon.

Heh, it was brought up on page 4.

Im currently using a Phylactery of Change in an 11th level campaign. Its been extremely useful, but not entirely broken as of yet. When I suggested that I be able to purchase it to my DM as a joke, he agreed. Similar jokes about making a Frenzied Berserker and Changeling/Warshaper also werent vetoed, which kinda has me terrified.
Ive only been able to use it in combat twice so far, all the other uses were to speed up travel or help me hide.
#401

rhonin_the_big

Dec 12, 2006 11:36:17
The Rod of Wonder is an unpopular item in our group.

Fighting a badguy that was a hard fight for our group already, the wand of wonder enlarged the badguy and blinded everyone in the group for the rest of the short fight (the badguy was immune to blinding effects).

We had been telling the guy that wand of wonder was going to get him killed...we were partially right...it got us all killed.

Funny, the worst thing that ever happened in my games from a Rod of Wonder was it made my cleric look foolish in public (the command word was "SHAZAM!") and turned him purple
#402

zombiegleemax

Dec 12, 2006 11:55:05
Lyre of Building is incredibly good in the right hands.

Amusing Ancedotal Story:
Our DM Ruled that its protection effect affected naval vessels, and while we couldnt use the Lyre to ram opposing ships and do damage to them (as the protection of the lyre would extend to the ship we hit) we could push said ships into other things, capsize them or force them beneath the waves.

My character in that campaign was a Monk with a Ring of Water Walking and a base speed high enough to catch all conventional watercraft. He would run up to your boat and start punching holes in it.
#403

zombiegleemax

Dec 12, 2006 12:48:20
Ring of small. Savage species. 1.8k about. You shrink one size catagory and gain a size bonus to dex and penalty to strength. If you have no intention of grappling and such this is a steal.
#404

hotsake

Dec 12, 2006 15:56:01
Ring of small. Savage species. 1.8k about. You shrink one size catagory and gain a size bonus to dex and penalty to strength. If you have no intention of grappling and such this is a steal.

Once per day, for 9 minutes, for 3,600 gp.
#405

evandariel

Dec 13, 2006 20:00:03
Didn't see it on the initial post, but did you guys get cloak of stone from underdark?

20.8K and you get +5 circ bonus on hide/ms, and meld into stone 1/day.
pretty nifty for the circumstance bonus alone.
#406

caelic

Dec 13, 2006 20:19:04
Lots of good suggestions. I'll try to update the first post this weekend.
#407

Pauper

Dec 13, 2006 22:21:19
First off, I wanted to note that, though Heward's Fortifying Bedroll is a nice item, folks seem to have missed the paragraph at the top of page 133:

After using Heward's fortifying bedroll, you can't gain the same benefit again (from the same or a different item) until 48 hours have passed.

Still useful, but not as broken.

The item I'd like to nominate from Complete Mage that I haven't seen yet:

Quill of Scribing (1750gp market value)

Animates and scribes a scroll of any spell you know. You still spend the XP, gp, time, and similar costs, but don't need to be present while the scroll is being scribed - scribe scrolls while resting around the campfire or while making other, more potent items! (The flavor text suggests that some mages start their quills before they go out drinking. Heh.)

You need to have the Scribe Scroll feat to make use of this item, but since every Wizard gets that feat at first level...

--
Pauper
#408

elderich

Dec 21, 2006 18:16:36
more expensive and less usefull than a Dedicated Wright, which can create any item the same way.
#409

ressurrector

Dec 21, 2006 19:26:19
more expensive and less usefull than a Dedicated Wright, which can create any item the same way.

Dedicated wrights are 2000 gp (slightly more), are homonculi instead of objects, and cost much more exp.

Just saying, it's not that useless
#410

womblehunter

Dec 21, 2006 19:39:48
Plus you need to craft them yourself...
#411

ronyon

Dec 21, 2006 20:51:03
Once per day, for 9 minutes, for 3,600 gp.

There is an all-day-long-ring of smallness (no, not its real name :P ) in the Lords of Madness book.
Dont know the cost.Anyone got the book?
#412

the_taken

Dec 21, 2006 21:26:11
There is an all-day-long-ring of smallness (no, not its real name :P ) in the Lords of Madness book.
Dont know the cost.Anyone got the book?

Heh. I've had the book for a month and haven't taken the sticker off.

There is no ring of small-ness in there. But I'll run off the gamit.
Amulette of Inviolate Form - a piece of jewelery that negates unwanted transformation 7 times. Useful, maybe worth it? 11k GP
Chuulface Mask - a LOZ Majora's Mask styled item that makes you look and sound like chuthulu (the plushie version), messes with your verbal spell casting, lets you breathe under water and may cause paralysis to your enemies during grapples. Give it to the bard for style points, but ultimetly useless for it's price, an obnoxious 65k GP.
The Codex Anathema - A book that makes you smarter but foolish, and gives you a bit of knowledge about dungeons, the arcane and the planes. At 37,500GP, you'd think it'd be worth it to make it yourself, but you have to have read it first.
Dust of Negation - A magical powder that messes with real magic for a couple of minutes. It's also purple. 3,300GP to mess up a persistant buffer is a steal.
Ring of Lightning Flashes - This magical band around your finger (or tendril) lets you zap enemies like an eel (or pikachu) a few times per day. Creatures touching you can't avoid the damage. 11,250GP is a decent price, but it's not a bargain. Grapples are deadly unless your built for them in the first place. (ie. a wizard)
Rod of Freedom - This whacking stick can subdue opponents instead of killing them, knock sense back into them several times per day, and fortifies your mind against charms and compulsions. It's almost worth it to have sombody say "I got some sense knocked into me, and I have the bump to prove it." for 53k GP. Almost...
#413

evandariel

Jan 08, 2007 16:09:32
Hey. I tried looking but the thread is too long, so I don't know if it's been mentioned.

A +1 mithral buckler of arrow deflection is 10k, and with no check penalty or spell failure, anyone can use it. Aside from the paltry +3 shield ac, you can deflect ranged attacks with a DC20 reflex save, or higher if it's magical (25 DC for a +5 weapon). Won't work on boulders or spells, but hey, if you have the reflex save, then why not?
#414

fendrin

Jan 08, 2007 16:27:32
Hey. I tried looking but the thread is too long, so I don't know if it's been mentioned.

A +1 mithral buckler of arrow deflection is 10k, and with no check penalty or spell failure, anyone can use it. Aside from the paltry +3 shield ac, you can deflect ranged attacks with a DC20 reflex save, or higher if it's magical (25 DC for a +5 weapon). Won't work on boulders or spells, but hey, if you have the reflex save, then why not?

Um, wouldn't that only be a +2 shield bonus?
#415

hogarth

Jan 08, 2007 16:28:19
Hey. I tried looking but the thread is too long, so I don't know if it's been mentioned.

A +1 mithral buckler of arrow deflection is 10k, and with no check penalty or spell failure, anyone can use it. Aside from the paltry +3 shield ac, you can deflect ranged attacks with a DC20 reflex save, or higher if it's magical (25 DC for a +5 weapon). Won't work on boulders or spells, but hey, if you have the reflex save, then why not?

On the same note, a tower shield of Arrow Catching +1 is a good buy for 4,180 gp. You can stick it on a disposable but durable flunky (like a skeleton, e.g.). Then, as long as you keep that flunky within 5' of you, you're (almost) impossible to target with ranged weapons!
#416

zombiegleemax

Jan 09, 2007 22:22:41
Bracers of Blinding Strike (Magic of Faerun): These bracers grant 1 extra attack each round at your highest bonus (as a Speed weapon), +6 AC (as Bracers of Armor), and the feat Improved Initiative

Price 102,000 GP
#417

sedqon

Jan 10, 2007 18:04:12
Not sure if it's been mentioned (hard to think it might have been overlooked), but the Thought Bottle from Complete Arcane can nearly cancel out experience loss of any kind (item creation? wishes?). Buy one for 20k, give it to your wizard, and have him start wishing your skills up and making you awesome things.

I think the deadwalker's ring, from complete mage, should get a mention too. pretty much saves you from having to cast desecrate every time you make undead.
#418

chinoquezada

Jan 10, 2007 20:53:23
Not sure if it's been mentioned (hard to think it might have been overlooked), but the Thought Bottle from Complete Arcane can nearly cancel out experience loss of any kind (item creation? wishes?). Buy one for 20k, give it to your wizard, and have him start wishing your skills up and making you awesome things.

Nice find!
#419

ninjadebugger

Jan 10, 2007 21:08:11
Nice find!

Thought Bottle is two of the four most broken items in the game. It's an integral part of many of the scariest builds to come out of this board. It's not a find.
#420

zombiegleemax

Jan 11, 2007 22:28:34
Just read this and had to post it.

http://www.wizards.com/default.asp?x=dnd/cw/20061009a
750 gp for a construct almost as good (some may say better) than the furtive filcher

http://www.wizards.com/default.asp?x=dnd/cw/20061106a
2400gp for a swarm construct that has this:

Unbind (Ex) When released, a universal key immediately fills its space and proceeds to unlock, unravel, and otherwise take apart every composite object not made of masonry in the square. If there are none, it seeks such objects in adjacent squares until it finds some. Objects are rendered into piles of their separate components. Unbinding objects is a full-round action that does not provoke attacks of opportunity. A successful Reflex save (DC 12) allows creatures and their carried equipment to avoid the effect by moving immediately to an adjacent clear square (if there are no clear adjacent squares, the creature cannot avoid the effect).

This thing takes apart doors, bridges armor, etc. Thats just plain sweet (and really sucks for the rogue)



This one might be good as well
http://www.wizards.com/default.asp?x=dnd/cw/20061120a
Basically roller skates that give you a 10ft step 3/day (good for the scout) And an extra 10ft to your speed if your going downhill. A bit pricey though.


Overall I think these "Clockwork Wonders" can be a little unbalancing.
#421

sedqon

Jan 12, 2007 2:24:13
Thought Bottle is two of the four most broken items in the game. It's an integral part of many of the scariest builds to come out of this board. It's not a find.

Conceded.

It is a steal though...
#422

ninjadebugger

Jan 12, 2007 7:49:28
Conceded.

It is a steal though...

It's less a steal and more the DM handing you the campaign on a silver platter.
#423

zombiegleemax

Jan 12, 2007 14:58:26
The DMG II has some rather nice items.
Weapon of *** Elemental power: Apply it to a weapon with energy damage (which every good weapon should have), and for a mere +1 bonus, you can have a Large Elemental at you beck and call for 11 rounds per day. For extra pluses, you can have a bigger and badder elemental.

Sudden Stunning: Make a weapon stun on a successful hit, activated after you attack, a number of times per day equal to your charisma bonus. Only +2000 GP? Yes please. Very nice for rogues.
#424

zombiegleemax

Jan 13, 2007 1:59:31
Since I don't have the patience to read the entire thread, I'll just post this right now...



Boots of Psionic Lion's Charge (80,000 GP)
Wearer can make a full attack on a charge


Now, imagine a 10th lvl. Frenzied Berserker with the Supreme Power Attack ability and a greatsword (every -1 to attack equates to a +4 to damage) and the Leap Attack feat (power attack on a charge, every -1 equals a +6) who gets a full attack, power attacking each for -10...

Each attack that hits gets an automatic +60 to damage. 4 attacks (or 5 if frenzying, 6 if frenzying and hasted), you do the math.
#425

bellinator

Jan 13, 2007 8:58:52
I am a big fan of the Armbands of Might:

4,100 buy and you get a +2 bonus on all Str checks, and a +2 bonus on Power Attacks when taking at least a -2 to Attack for PA.

So, power attack for 2 and get 6 when you use a 2 Handed Weapon.

+2 Bull Rush/Trips/Grapples

All around good, especially a low level game when you have 9-12 k in starting gear.
#426

zombiegleemax

Jan 13, 2007 9:11:35
DefChrisB33 Since I don't have the patience to read the entire thread, I'll just post this right now...



Boots of Psionic Lion's Charge (80,000 GP)
Wearer can make a full attack on a charge


Now, imagine a 10th lvl. Frenzied Berserker with the Supreme Power Attack ability and a greatsword (every -1 to attack equates to a +4 to damage) and the Leap Attack feat (power attack on a charge, every -1 equals a +6) who gets a full attack, power attacking each for -10...

Each attack that hits gets an automatic +60 to damage. 4 attacks (or 5 if frenzying, 6 if frenzying and hasted), you do the math.

Except that it states that the extra attack from FB doesnt stack with haste effects.
#427

widow

Jan 13, 2007 15:16:49
Ring of small. Savage species. 1.8k about. You shrink one size catagory and gain a size bonus to dex and penalty to strength. If you have no intention of grappling and such this is a steal.

The small collar in the Arms and Equipment guide makes you small and does not change any of your characteristics for 10k. It would be fun with the wu jen size spell.
#428

zombiegleemax

Jan 13, 2007 17:13:42
Energy Bow
Price: 22,600 gp
Cost to make: 15,000 gp 888XP Craft MAA magic missle

+2 Composite longbow accomidates any streangth
fires arrows of force 2d6 damage
or
normal, magical arows (does not add force damage to them)

can make power shots (PA) with it

Animated Series Handbook WOTC

Hey ~ free ammo ~ its force so bypasses SR ~ hits incorp
#429

Endarire

Jan 13, 2007 20:44:36
That energy bow is seriously underpriced. It might be too powerful at twice the price.

-EE
#430

caelic

Jan 14, 2007 20:14:53
Here's another interesting little tidbit, this time from Castle Ravenloft:

Many of the items in the back of the module are unique, and labelled as such. The Sunsword, however is not; it has a creation cost and prerequisites, and both are surprisingly affordable.

Now, it's unlikely that most DMs would let you craft a legacy item for a mere 3,000 gp, but even by the most conservative reading, it's clear that you can produce a weapon with the base abilities of the Sunsword for that price--a bastard sword +1 which is as light as a shortsword and can be wielded as such.

That effectively saves a two-weapon wielder two feats--EWP (Bastard Sword) and Oversized Weapon Fighting. That's not a bad deal at all for 1,000 gp.
#431

lostone

Jan 15, 2007 8:04:02
Animated Series Handbook WOTC

When did this come out? I've never even heard of it!
#432

ninjadebugger

Jan 15, 2007 8:20:13
When did this come out? I've never even heard of it!

It's packed in with the D&D Cartoon box set. Also stellar is Presto's Hat.

For 25k, you get:
Rod of Wonder 3/day
Unlimited use of any needed material component up to 1000 GP in value. (Components dissipate after 1 round)
Any number of times per day, as you cast a spell, you can use the Magical Hat to either Empower it, or swap it with any other spell of the same level that you know. When you do, roll d%. On a 1-33, the spell fails and you get a Rod of Wonder effect. On a 34-66, you get the spell AND a Rod of Wonder effect. On a 67+, you get just the spell.

It is plainly evident that just the first two items on the list alone are worth far more than 25k, over the course of a character's life.
#433

caelic

Jan 15, 2007 13:10:31
...and, I'm fairly confident, is conclusive evidence that WotC sometimes outsources the game stats to the eight-year-old children of their employees. "Okay, Timmy...watch this cartoon and tell me what stats you think the bow should have. Daddy's on a deadline."

;)
#434

lostone

Jan 15, 2007 13:12:24
LOL...well then I think that bow would've done more...anywhere from 5d6 to 2000d6 depending on how much of a munchkin or serious roleplayer the kid has been groomed to be... :P
#435

subedei

Jan 15, 2007 13:12:54
"Unlimited use of any needed material component up to 1000 GP in value"

Holy crap!
#436

zombiegleemax

Jan 15, 2007 13:16:32
How come the Prayerbeads aren't in there?
+4 levels for day buffs?

means you're getting a +1 to most spells, do it before a big fight and that's + 4d6 to flamestrikes and the rest.
#437

deekin

Jan 15, 2007 14:21:20
Third eye, Conceal

While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the psionic mind blank power.

Strong telepathy; ML 15th; Craft Universal Item, psionic mind blank; Price 120,000 gp.

Continues Mind blank by 14th level that can only be suppressed for 1d4 rounds.

Third Eye, Expose

The wearer of this kind of third eye always knows when someone lies directly to him.

Strong telepathy; ML 15th; Craft Universal Item, bend reality; Price 112,000 gp.

No need for sense motive.

Torc of Power Preservation

This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).

A torc is treated as an amulet for the purpose of determining which items can be worn on the body.

Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 36,000 gp; Weight 2 lb.

All psions should have one as soon as possible.
#438

rhonin_the_big

Jan 16, 2007 21:28:28
Third Eye of Concentration: +10 on all concentration checks for only 10k. At low levels it makes gaining psionic focus guaranteed, also combine this with some Diamond Mind counters which replace saves with concentration checks for an easy save vs anything.

Tiger Fang: The most useful legacy weapon in ToB. By level 20 it gets a 15-20 x4 crit range all for 53,000gp. You take a -2 on attack rolls, -4 fort save and -12hp; all of which are negligible and can be negated at minimum through more items.
#439

phoenix00

Jan 16, 2007 21:33:19
Its probally been mentioned, but the Headband of Conscious Effort allows a person to make a concentration check instead of a fortitude save 1/day. Costs 4,000 gp in complete adventurer. Its a great item for a wizard with his low fortitude saves since he is already going to be taking lots of concentration skill points and using concentration boosting items, and its cheap that enough that he can have like 5 of them, he can even make them slotless and they will still be a deal.
#440

pad300

Jan 20, 2007 23:41:15
The new fantastic locations in Complete Scoundrel are steals in CO terms. They allow you to gain a variety of permanent bonus feats (thereby helping PRC qualification immensely) for very small gp equivalent values.

Consider
Iron Will -3000 gp (otyugh hole, pg 152,CSc)
Stealthy - 3000 gp (IronWyrm Vault, pg. 149, CSc)
Skill Focus (many types -particularly Perform, Know(history, nature, religion))
Any Luck feat (that you have the pre-req's for )- 6000 gp (Court of Thieves, pg. 145); it is not clear if a character can gain this benefit repeated times from the same court of thieves. That would be broken.

also, the Highes Spire (equivalent value 3000 gp) offers a permanent bonus feat (Agile Athelete or Skill focus (Climb)). and a 10% discount (to a maximum of 1000 gp value/item) on anything purchased in the city that year. Over the course of the year, you should be able to pay for this ability several times over).
#441

widow

Jan 21, 2007 0:37:01
The new fantastic locations in Complete Scoundrel are steals in CO terms. They allow you to gain a variety of permanent bonus feats (thereby helping PRC qualification immensely) for very small gp equivalent values.

Consider
Iron Will -3000 gp (otyugh hole, pg 152,CSc)
Stealthy - 3000 gp (IronWyrm Vault, pg. 149, CSc)
Skill Focus (many types -particularly Perform, Know(history, nature, religion))
Any Luck feat (that you have the pre-req's for )- 6000 gp (Court of Thieves, pg. 145); it is not clear if a character can gain this benefit repeated times from the same court of thieves. That would be broken.

also, the Highes Spire (equivalent value 3000 gp) offers a permanent bonus feat (Agile Athelete or Skill focus (Climb)). and a 10% discount (to a maximum of 1000 gp value/item) on anything purchased in the city that year. Over the course of the year, you should be able to pay for this ability several times over).

So these items have an "ability value" of what they are worth. You cannot directly buy them. Although a starting character should be able to pick these abilities up with his starting funds. You could probably convince a DM that if you bought only one starting, the rest you would have to earn through role play.

Nice find though.
#442

zombiegleemax

Jan 21, 2007 1:18:43
Phylactery of Change (Arms and Equip, 11,200 gp) Allows you to polymorph self with unlimited duration

Caster level is only 7, so that limits you a bit on what you can change into, but it's still a very broken item (all day with the physical stats of a Troll for a mere 11.2k gp?). Heck, if you used their math, you could get away with a CL15 version (to max out available HD) for a mere 24000 gp. If your base race is an Outsider, say hello to walking around as a Planetar, Nalfeshnee, or Horned Devil...all day...without the pain of a LA.

Even if you're not an Outsider, you can always run around as a Young Gold Dragon, Stone Giant, 12-Headed Hydra, etc.

And that doesn't even venture out from the 3.5 MM. Add the other Monster Manuals, and you're looking at even more cheesy goodness.

It does kind of bridge the gap a little for Fighters/etc, though (or, at least, removes one of the trump cards for spellcasters). Still breaks the game in the end, but there's that at least. :P
#443

phaedrusxy

Jan 21, 2007 1:20:52
Skill Focus (many types -particularly Perform, Know(history, nature, religion)).

Mmm... Loremaster anyone? This makes it pretty much free.
Caster level is only 7, so that limits you a bit on what you can change into, but it's still a very broken item (all day with the physical stats of a Troll for a mere 11.2k gp?).

Yeah, that is horribly underpriced. An item with exactly the same function in the XPH costs 84,000 gp.
#444

zombiegleemax

Jan 21, 2007 1:47:46
Mmm... Loremaster anyone? This makes it pretty much free.
Yeah, that is horribly underpriced. An item with exactly the same function in the XPH costs 84,000 gp.

Actually, Metamorphosis is a tiny bit better than Polymorph, and the skin allows you to change form at will (rather than limited to one form for indefinite duration per day). Not to mention that Metamorphosis allows you to abuse one of the most broken feats in the game (Metamorphic Transfer). Still, that's a steep markup just to be able to use the ability multiple times throughout a day and mostly just change the name of the ability.

Both items are probably inappropriate, IMO, given that Polymorph in general is stupid good, but at least the skin costs enough to choke on in early-mid high level games. That 84k is cheap compared to what you can otherwise do with it, though (it lets you surpass the pre-epic limits for physical ability mods, natural armor, movement, etc; allows you to alter your size; grants natural attacks including poison/etc; etc).
#445

Irving

Jan 21, 2007 11:59:06
As an aside, let me point quickly to this quote:

Any door you put the disk on makes no sound, no creaking when you open it, no cracking if you smash the lock. Your DM will hate your rogue. If you cast "animate object" on the door, you will have the first door ninja ever. You could also whack people with the door and the hit wouldn't make a noise.

...and state for the record that the concept of a ninja door had me, quite literally, ROFL.

Now, how do I fit a door with black pajamas...
#446

rhonin_the_big

Jan 21, 2007 13:22:42
As an aside, let me point quickly to this quote:



...and state for the record that the concept of a ninja door had me, quite literally, ROFL.

Now, how do I fit a door with black pajamas...

The same thing can be done with a good Move Silently check. If I am going to go through the trouble to remove a door from the hinges to use as a weapon, there is no way im gonna risk losing my Silent Portal Disk when I break the door over some dude's head silently.

Ninja Doors are funny, but ninja monkeys are a hilarious concept! Im playing one for my friends campaign.
#447

zombiegleemax

Jan 22, 2007 19:43:04
now, some may disagree and this is certainly DM dependent. Against CO savvy DMs I think this would be a steal.

In Tome of Magic, the Ring of Nullification can stop most martial adept manuevers 1/day for 3200 gold. It simply negates the next attack against you based on damage type -or- method of attack (specified).

Works great against Crusaders (no more free Heal for you) and Shadow Hands (I'll forgoe the 6d6 stat damage...).
#448

phoenix00

Jan 23, 2007 20:37:36
Actually all 9 Maneuver Granted Items of the 3 different strengths are a steal. The price of getting a

lvl 3 or under maneuver, 3000 gp
lvl 4-6 maneuver 15,000 gp
lvl 7-9 maneuver 45,000 gp.

You can make these items slotless if you want multiple copies. Additionally a non-adept can still refresh these items automatically after battle if no battle has occured within 1 minute.

But seriously, even if you are a martial adept, you want these items just so you can get access to the disciples you don't have access too. If your melee you want these items, if your ranged there are some good maneuvers/stances for you, if your are a spellcaster there are some good maneuvers/stances for you.

Page 149-150 of Tome of Battle for these items.
#449

jameswilliamogle

Jan 23, 2007 21:00:54
Yeah, I've fallen in love w/ the Diamond Mind Conc = save low level maneuver items; they cost half what you have listed, too.

Widow pointed out this item; I don't know if its been listed already (probably, considering the size of this thread), but I thought it was worth mentioning again. +18 stats, and a fly speed of 90', all for a UMD check and 64000 gp? Me likey!

http://boards1.wizards.com/showpost.php?p=11246569&postcount=7 -Its great Rogue fodder.
#450

ressurrector

Jan 23, 2007 21:23:50
Widow pointed out this item; I don't know if its been listed already (probably, considering the size of this thread), but I thought it was worth mentioning again. +18 stats, and a fly speed of 90', all for a UMD check and 64000 gp? Me likey!

http://boards1.wizards.com/showpost.php?p=11246569&postcount=7 -Its great Rogue fodder.

Oh god...my centaur just got more fun.
#451

phoenix00

Jan 23, 2007 21:39:44
Yeah, I've fallen in love w/ the Diamond Mind Conc = save low level maneuver items; they cost half what you have listed, too.

They cost what I listed if you were to buy them at a store, the price they are listed in TOB are the crafting price for it also says the xp cost right next to the price.

But yeah they are so great no matter what you are. If you are a cleric, druid, or even wizard, get the shadow jaunt,blink,stride manuevers for instant teleport, why waste a spell/or build your character to get these teleportation abilities. Or perhaps do the Diamond Mind manuevers that allows you to use a concentration check instead of save X. If you are a paladin charger, might as well throw a charge manuever or two in. If you are bard learn to love white raven. If you are a rogue there are so many ability+damage options for you. If you are a Crusader throw in Time Stands Still (DM 9) for another full round attack action. The list goes on and on. Sure martial adept classes can refresh there maneuvers in battle, but there are enough maneuvers you only need to use once, or just using them once greatly enhances your character.
#452

widow

Jan 24, 2007 1:45:23
Yeah, I've fallen in love w/ the Diamond Mind Conc = save low level maneuver items; they cost half what you have listed, too.

Widow pointed out this item; I don't know if its been listed already (probably, considering the size of this thread), but I thought it was worth mentioning again. +18 stats, and a fly speed of 90', all for a UMD check and 64000 gp? Me likey!

http://boards1.wizards.com/showpost.php?p=11246569&postcount=7 -Its great Rogue fodder.

Ha, the horse shoes finally got some attention. I was begining to think I just liked weird stuff. The only downside with the shoes is you transform into an image of a nightmare, so you might loss your arms. I had these in a 3.0 game and just cast girallon's blessing to get my arms back. Shame they dont give a Wisdom bonus, they would go great with a druid and natural spell. Most useful with a psion if you pick up use magic device. Price adjustment, slotless is 60,480gp.

Another fun item I am sure someone already mentioned is the Arm of Nyr in Defenders of the Faith. It is a prostetic arm that gives you an unlisted +2 Str, +2 Dex, and a deflection bonus of +2 for 12,800gp. I always liked to use the combining magic item rules and merge this with arms of the naga in savage species. That saves you from hacking off a limb;)
#453

Janos_Antero

Jan 24, 2007 2:20:45
In Tome of Magic, the Ring of Nullification can stop most martial adept manuevers 1/day for 3200 gold. It simply negates the next attack against you based on damage type -or- method of attack (specified).

Pending the attack does less than 20 damage. Short of a very low level character, almost all manuevers are going to get you over that damage cap very quickly.
#454

zombiegleemax

Jan 24, 2007 16:14:10
Why is the Tree Token so useful exactly?
#455

jameswilliamogle

Jan 24, 2007 16:19:01
Why is the Tree Token so useful exactly?

It blocks doors, halls, makes holes in ceilings, turns the battlefield into a less managable area for your opponenets, and can be used by a druid to tree stride for pseudo-teleportation goodness. Its just ok for the price, not absolutely spectacular (kind of depends on how much like Miniatures your game is; I've bought a couple w/ a character 3 campaigns ago, but now I just save the money for bigger bonuses to my armor).
#456

ninjadebugger

Jan 24, 2007 16:28:00
Why is the Tree Token so useful exactly?

I hear that with an at least semi-permissive DM, it's also great for tossing between the legs of giants.
#457

mightyix

Jan 24, 2007 18:28:54
Re: Metamagic Wandgrip
any?

ANY?!

ANY?!?!

Any metamagic feat? Like... persistant? Those are cheaper than night sticks! And sooo much better!

By the Dalkyr's Pseudonatural Underpants!!!

Take an artificer or spellcaster that has enough UMD ranks to activate a wand (I'm thinking beguiller here), and the persistent spell feat and...

I think that I need to go change MY underwear.
#458

caelic

Jan 24, 2007 18:30:57
Well, the bad news is that the metamagic wandgrip won't really cut it for Persistent.

The good news is tht an Artificer doesn't need Metamagic Wandgrip to abuse Persistent Spell. Metamagic Item does it so much better.
#459

the_mad_linguist

Jan 24, 2007 20:32:55
It blocks doors, halls, makes holes in ceilings, turns the battlefield into a less managable area for your opponenets, and can be used by a druid to tree stride for pseudo-teleportation goodness. Its just ok for the price, not absolutely spectacular (kind of depends on how much like Miniatures your game is; I've bought a couple w/ a character 3 campaigns ago, but now I just save the money for bigger bonuses to my armor).

Also, it's a must against anything that has Swallow Whole. Get swallowed, use token, suddenly there's a tree doing an Alien impersonation.
#460

the_taken

Jan 24, 2007 22:58:16
As an aside, let me point quickly to this quote:

Silent portal disk (350gp, MoF p165):

Any door you put the disk on makes no sound, no creaking when you open it, no cracking if you smash the lock... If you cast "animate object" on the door, you will have the first door ninja ever.

...and state for the record that the concept of a ninja door had me, quite literally, ROFL.

Now, how do I fit a door with black pajamas...

Paint it black!
#461

kord576

Jan 25, 2007 1:07:39
I am a big fan of the Armbands of Might:

4,100 buy and you get a +2 bonus on all Str checks, and a +2 bonus on Power Attacks when taking at least a -2 to Attack for PA.

So, power attack for 2 and get 6 when you use a 2 Handed Weapon.

+2 Bull Rush/Trips/Grapples

All around good, especially a low level game when you have 9-12 k in starting gear.

What book does this come from?
#462

zombiegleemax

Jan 25, 2007 11:25:11
Already exists. It's called a "masterwork tool."

Where are the masterwork tool versions of knowledge skills located? For example, the planar almanac for 25gp I heard about.
#463

Tempest_Stormwind

Jan 25, 2007 12:24:29
Where are the masterwork tool versions of knowledge skills located? For example, the planar almanac for 25gp I heard about.

PHB itself. You can make a masterwork tool for ANY skill -- we just name them funny. Mechanically, a planar almanac would be "Masterwork tool - Knowledge (The Planes)".
#464

Irving

Jan 25, 2007 12:50:02
Paint it black!

Only if it was a red door...

http://home.swipnet.se/~w-35264/lyrics/black.html
#465

zombiegleemax

Jan 25, 2007 14:29:56
Armbands of might are in Complete Adventurer
#466

mightyix

Jan 25, 2007 14:31:25
"I see a red door and I want it painted black
No colors anymore I want them to turn black"

PAINT IT BLACK!!!
#467

rhonin_the_big

Jan 25, 2007 23:32:22
PHB itself. You can make a masterwork tool for ANY skill -- we just name them funny. Mechanically, a planar almanac would be "Masterwork tool - Knowledge (The Planes)".

Reminds me of a story. I was talking online with one of my players about what shape certain masterwork tools would have. What would a masterwork UMD tool be? Masterwork Iaijutsu Focus took? Masterwork Wild Empathy tool? I immediately blurted out "Bait" for masterwork Wild Empathy. So now all my druids, totemists and rangers have on their char sheet Masterwork Bait, Masterbait!
#468

Tempest_Stormwind

Jan 25, 2007 23:36:16
Except Wild Empathy isn't a skill. And that joke's been done to death.

Now, in an attempt to rerail this thread, I haven't noticed much from Complete Scoundrel. Is it just sorely lacking? I find that odd.
#469

edea

Jan 26, 2007 0:20:38
Best things in it are liquid sunlight, rust cubes, the Rod of Ropes, and the Planar Motes living item, IMO.
#470

ressurrector

Jan 26, 2007 1:19:51
Rust Monster rod is alright.
The entire section on living items is interesting, but I wouldn't stick it in here.
Guess this means that WotC is (hopefully) getting better about editing content for potential abuse.
#471

burning_duck

Jan 28, 2007 17:04:21
The Silent Moves weapon special ability from OA pg127 gives for 4k a +10 circumstance bonus on Move Silently checks even when the weapon is carried.

Vestment of Many Styles for Races of Eberron grants a +2 unnamed bonus on Disguise checks for 500gp.
#472

zombiegleemax

Jan 28, 2007 23:57:17
-reading and reading- ok so i m only on page 8 but i am gonna hope one has really said the following

Sandals of Harmonios Balance- 14k - CompAdv - +10 balance and can balance on things without slope effecting the check
A wall, HA! I laugh at gravity.Not to mention it makes it obseenly easy to balance on fluids.

Psychoactive Skins - XpanPsi - many of these, they just look cool and dont take up any slots some add to AC, heros adds +3 AC deflection, +3 saves, +3 to hit but costs 77.5k

Skin of Power Damping - Comp Psi - 10.8k - Spells, spell like ability, power, and Psi like ability dirricted against you 'roll' min damage, must activate with an immident action

Ioun stone grey -dmg- 25 - what happens if you spend 25k in this way ... my dms only let me have one ioun stone now

Kiira- MoF- 7.5k - +2 on all knowledge skills and holds 30 spells OF ANY LEVEL as a spell book, takes up head slot
#473

caros

Jan 29, 2007 12:28:48
Out of Complete Scoundrel there is one more item that caught my eye.

Aspect Mirror, 4000 gp/Mirror. - The mirrors are magically attuened to scry on the location or owner of any of the other in the set (Up to 5.) Standard action to activate you can scry and hold a two way conversation with someone holding the other mirror, and there is no limit on uses.

20000 for the ability to talk to your entire party of five pretty much infinetly provided they remain on your plane? I'm sold.

Seems to me way better for coordination than sending.

The only downside is you can't hold conference calls =/
#474

antarx

Jan 31, 2007 10:13:19
Psychoactive Skins - XpanPsi - many of these, they just look cool and dont take up any slots some add to AC, heros adds +3 AC deflection, +3 saves, +3 to hit but costs 77.5k

I had a doubt with that item.

The skin grant you a +3 enhacement to hit. It stacks with the enhacement of a magic sword?

I'm not sure about it
#475

Tempest_Stormwind

Jan 31, 2007 10:30:56
Besides, the real steals from the psychoactive skin department are the Skin of Proteus (all-day slotless anyclass metamorphosis) from the XPH and the Skin of Ectoplasmic Armor (huge armor bonus at a decent check penalty but no armor slot or speed reduction; plus you can put it on or take it off as a standard action. Think of it as Full Plate In A Pocket) from CPsi. The former's *damn* good, the latter's possibly underpriced but a definite steal at lower levels, although it will be obsolete eventually. (Our level 8 group has been using them since level 3, and only now are considering upgrades to magic armor.)
#476

carnivore

Jan 31, 2007 14:02:40
I had a doubt with that item.

The skin grant you a +3 enhacement to hit. It stacks with the enhacement of a magic sword?

enhancement bonuses dont stack...they overlap....the highest is what you use

:D
#477

ressurrector

Feb 01, 2007 1:11:47
Besides, the real steals from the psychoactive skin department are the Skin of Proteus (all-day slotless anyclass metamorphosis) from the XPH and the Skin of Ectoplasmic Armor (huge armor bonus at a decent check penalty but no armor slot or speed reduction; plus you can put it on or take it off as a standard action. Think of it as Full Plate In A Pocket) from CPsi. The former's *damn* good, the latter's possibly underpriced but a definite steal at lower levels, although it will be obsolete eventually. (Our level 8 group has been using them since level 3, and only now are considering upgrades to magic armor.)

Of course the real fun is that the Skin of Ectoplasmic armor does not count as armor, this means that your monk can wear one while using flurry of blows, evasion, and getting his wis to AC. Your rogue (if he's a high str/low dex bruiser type) can use his evasion while wearing it.
#478

chinoquezada

Feb 04, 2007 0:55:33
For Chars with low reflex save:


Get the "Ring of the Diamond Mind [Novice]" for 3000gp and get the Action Before Though maneuver.

That gives you a concentration check instead of a reflex save.

Great for clerics and even better for dwarf clerics...


--------------------------------

Just noticed someone else put this before.
#479

boombrakh

Feb 05, 2007 1:54:58
the Skin of Ectoplasmic armor does not count as armor

Does Mage Armor count as Armor?
#480

bengal

Feb 05, 2007 3:22:32
no
#481

boombrakh

Feb 05, 2007 3:27:01
no

Good. Dunno why I started to think that. It was late/early and well, i've been building spell list after spell list for my Cloistered Cleric (6) and all the spells have scrambled in my head.

Thanks mate.

EDIT: sorry for OT
#482

Scottbert

Feb 05, 2007 8:45:14
Don't forget that spellshard in ECS that is mechanically a half-capacity Boccob's Blessed Book for half the price, thus making it available to earlier-level characters. I think it's a Siberys shard or something? I forget.
#483

adrian_crane

Feb 05, 2007 16:57:58
Don't forget that spellshard in ECS that is mechanically a half-capacity Boccob's Blessed Book for half the price, thus making it available to earlier-level characters. I think it's a Siberys shard or something? I forget.

Aureon's Spellshard, 6250 gp. No cost for scribing, 500 pages. ECS Page 265 (planning to use it for one of my characters).
#484

edea

Feb 05, 2007 17:00:28
Anyone pre-ordered Magic Item Compendium yet? I wish they'd hurry up and give a preview ^^.
#485

dougemes

Feb 06, 2007 17:02:48
Necklaces, Collars, and Amulets

Antimagic Torc (?,?) Necklace that grants an antimagic field for 110 minutes a day
#486

ressurrector

Feb 06, 2007 18:57:21
Blip
#487

rhonin_the_big

Feb 06, 2007 18:57:47
Anyone pre-ordered Magic Item Compendium yet? I wish they'd hurry up and give a preview ^^.

There is such a thing? I almost had a CO-gasm, dont joke around like that!
#488

edea

Feb 06, 2007 19:06:08
Yeah, there really is :o. I pre-ordered that and Complete Champion off of Amazon. Magic Item Compendium is also on this site as next month's book of note.
#489

surreal

Feb 13, 2007 2:36:04
Shaders - Races of Eberron p.103 - negate light sensitivity, -2 to spot checks, cost: 1 sp
#490

ryeookin

Feb 15, 2007 22:55:42
I like to enchant my armor spikes with "spell blade" (Magic of Faerun) cost +1 with the chosen spell being "dispel" or "greater dispel" (or both as my dm allows me to further enchant my spikes again with another +1 spellblade).

Very nice protection against targeted dispels (AoE's still effect you however).

Spellblade +1:
Makes the wielder immune to a spell chosen at time of weapon's creation. Must be a targeted spell, not an area spell. When the spell is cast on the weilder, the weapon absorbs the spell. On the wielder's turn, he can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action.
#491

ryeookin

Feb 22, 2007 11:16:20
Gota love the "Helm of Opposite Alignment" from phb

I plan to make a couple of these and then gold or platinum coat them (so they look impressive), cast aura on them so as to mask any detected magic and then give it as a gift to powerful jerks in the campaign I'm playing. :evillaugh

Helm of Opposite Alignment

This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time.

Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.

Strong transmutation; CL 12th; Craft Wondrous Item, creator must be 12th level; Price 4,000 gp;Weight 3 lb.

#492

phaedrusxy

Feb 22, 2007 12:01:17
Gota love the "Helm of Opposite Alignment" from phb

Make sure you don't miss the last sentence in the description (I did in an earlier thread... ). It's in the DMG, not PHB, also.
When a helm of opposite alignment has functioned once, it loses its magical properties.

#493

ryeookin

Feb 22, 2007 15:38:14
Make sure you don't miss the last sentence in the description (I did in an earlier thread... ). It's in the DMG, not PHB, also.

Sorry yep, DMG

I saw that line actually. In my opinion paying 4k (which isn't expensive as you gain lvls) to turn an evil blight on the community into a happy do gooder is just sooo hilarious its worth it even if it only works once! :D
#494

hogarth

Feb 22, 2007 15:50:32
Sorry yep, DMG

I saw that line actually. In my opinion paying 4k (which isn't expensive as you gain lvls) to turn an evil blight on the community into a happy do gooder is just sooo hilarious its worth it even if it only works once! :D

And note that it stays potent until it has successfully worked, so you can try it over and over again until it does! Everyone rolls a "1" on their Will save sooner or later...
#495

the_mad_linguist

Feb 22, 2007 21:15:35
And note that it stays potent until it has successfully worked, so you can try it over and over again until it does! Everyone rolls a "1" on their Will save sooner or later...

Also note that putting alignment restrictions on it will reduce the cost by 30% and keep it from being used against you.
#496

surreal

Feb 22, 2007 23:53:40
I can see it now. The BBEG has captured the paladin and is repeatedly shoving the helm of opposite alignment onto his head...

attempt 1 - Are you feeling naughty yet?
Untie me evil-doer, so that I may smite you!

attempt 2 How about now?
Butt-kicking for justice!

attempt 3 and now?
*twitch*twitch*...I EAT BABIES!!!

... perfect :D
#497

ressurrector

Feb 23, 2007 1:21:31
I can see it now. The BBEG has captured the paladin and is repeatedly shoving the helm of opposite alignment onto his head...

attempt 1 - Are you feeling naughty yet?
Untie me evil-doer, so that I may smite you!

attempt 2 How about now?
Butt-kicking for justice!

attempt 3 and now?
*twitch*twitch*...I EAT BABIES!!!

... perfect :D

I have so got to try and pull this one off on my players...
#498

Richmud

Feb 23, 2007 10:36:02
I have so got to try and pull this one off on my players...

Remember to have a fiend on hand so they can head straight into blackguard
#499

the_mad_linguist

Feb 23, 2007 19:08:18
I can see it now. The BBEG has captured the paladin and is repeatedly shoving the helm of opposite alignment onto his head...

attempt 1 - Are you feeling naughty yet?
Untie me evil-doer, so that I may smite you!

attempt 2 How about now?
Butt-kicking for justice!

attempt 3 and now?
*twitch*twitch*...I EAT BABIES!!!

... perfect :D

the BBEG unties the paladin.

Paladin: *stabz* Nat 20 on bluff, sucker!
#500

colm_l

Feb 24, 2007 18:39:47
the BBEG unties the paladin.

Paladin: *stabz* Nat 20 on bluff, sucker!

tut tut tut - should have cast detect magic on that helm ;)
#501

tonystark

Feb 25, 2007 23:15:00
I personally like a spent luckblade. a bit over 22k for +1 luck bonus to all saves AND 1 reroll on ANY d20 roll just made - AND it says that its POSESSOR not WEILDER gets this bonus, just hang it on your belt for the bonus. AND in a pinch it is still a +2 shortsword. Worth every copper every time once you get a few levels into your character
#502

rhonin_the_big

Feb 26, 2007 9:21:13
I personally like a spent luckblade. a bit over 22k for +1 luck bonus to all saves AND 1 reroll on ANY d20 roll just made - AND it says that its POSESSOR not WEILDER gets this bonus, just hang it on your belt for the bonus. AND in a pinch it is still a +2 shortsword. Worth every copper every time once you get a few levels into your character

It's also Shadow Hand approved meaning your dex-based swordsage would love this even in off-hand.
#503

caelic

Feb 28, 2007 20:30:07
Making some updates to the first post. Added a section for non-magical bargains, and added a biggie to it: Trollbane.

Seriously, has anyone taken a look at this stuff? For 90gp, the "unkillable" half black dragon war troll is now killable. This stuff allows you to negate ANY regeneration, no matter how weird or restrictive the damage type. And it's cheap enough that you can coat a whole buttload of arrows with the stuff and volley fire.

I'm going to avoid adding the ToB "maneuver" items, because they're so vaguely written that it's hard to know exactly what you're getting for the price. Do they allow unlimited use of the maneuver? Once per day use? Do you need the prerequisites? Do you not?
#504

Pauper

Feb 28, 2007 21:19:10
Remember to have a fiend on hand so they can head straight into blackguard

Obligatory Order of the Stick reference:

"Well, I mean, there's friendly contact with an evil outsider...and then there's 'friendly contact' with an evil outsider. Know what I mean?"

--
Pauper
#505

eyeless_blond

Mar 04, 2007 17:38:18
Very neat thread. I've been looking for a one-stop shop for magic items, and can't believe I haven't seen this.

The shop seems a little disorganized, especially the weapons section. There's a lot of text missing, such as descriptions and where the enhancements can be found. What's CoR, where the Splitting enhancement comes from, for example?

You're missing a section for vests/vestaments/shirts, which apparently occupy a different slot than armor does.

You've combined bracers and gloves, though you can have one of each on at the same time. It might be useful to include the Magic of Incarnum's name for the chakra when labeling the categories, just to make things a bit clearer.

I note you forgot the Vest of Resistance (Complete Arcane). It's something most people know about already, but should be included here because it makes for an excellent "official" alternative to the Cloak, if a character wants to wear a different Cloak (say, Starmantle?)
#506

tblade2001

Mar 05, 2007 8:08:55
One of my favourites is Quall's Feather Token (tree).

Almost as good as summoning a baleen whale to block a passage...

My favourite is fletching arrows with them and activating them in mid-flight.

"Oooo! Trees on balistic trajectory" lol

They're useful for swallow whole escapes too.
#507

dougemes

Mar 05, 2007 11:17:36
Making some updates to the first post. Added a section for non-magical bargains, and added a biggie to it: Trollbane.

Seriously, has anyone taken a look at this stuff? For 90gp, the "unkillable" half black dragon war troll is now killable. This stuff allows you to negate ANY regeneration, no matter how weird or restrictive the damage type. And it's cheap enough that you can coat a whole buttload of arrows with the stuff and volley fire.

Yeah, I looked at its entry in Dungeonscape this weekend at a friends house. The only problem with it is it is a one use item. So its perfect for ammunition or for maybe a spare lance for a charge attack, but much less effective for a melee weapon. What also caught my eye was the wand
slot (forget the exact name) Only a hundred or so gold to always have a
wand readied inside my weapon? Who in their right mind would NOT be buying this?
#508

zombiegleemax

Mar 05, 2007 14:38:51
Making some updates to the first post. Added a section for non-magical bargains, and added a biggie to it: Trollbane.

Seriously, has anyone taken a look at this stuff? For 90gp, the "unkillable" half black dragon war troll is now killable. This stuff allows you to negate ANY regeneration, no matter how weird or restrictive the damage type. And it's cheap enough that you can coat a whole buttload of arrows with the stuff and volley fire.

'Scuse me? You mean that I can actually kill the Tarrasque?
#509

caelic

Mar 05, 2007 15:13:32
The shop seems a little disorganized, especially the weapons section. There's a lot of text missing, such as descriptions and where the enhancements can be found. What's CoR, where the Splitting enhancement comes from, for example?

You're right about that; a lot of the text was cut and pasted straight from various suggestions in the thread, and I'm going through and making it all consistent little by little. I like to double-check the numbers personally when I do that, so it takes time.

You're missing a section for vests/vestaments/shirts, which apparently occupy a different slot than armor does.

I didn't really set it up according to slot; I just used general categories that seemed to make sense. The other way might have made more sense, but I'm not sure I want to go through and recategorize things.
#510

balor64

Mar 06, 2007 14:18:24
'Scuse me? You mean that I can actually kill the Tarrasque?

You already could.
Empathic Feedback
Telepathy [Mind-Affecting]
Level: Psion/wilder 4, psychic warrior 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: Psion/wilder 7, psychic warrior 5

You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker.

Augment
For every additional power point you spend, this power’s damage potential increases by 1 point.

Empathic Transfer, Hostile
Telepathy [Mind-Affecting]
Level: Telepath 3, psychic warrior 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 5

You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.

You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.

The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.

Augment
You can augment this power in one or both of the following ways.

For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation).
If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you.

#511

zombiegleemax

Mar 06, 2007 14:52:56
Yeah, but those require you to take damage yourself, and the big T likely has more HP than you do.
#512

balor64

Mar 06, 2007 19:34:10
It may have more max HP then you, but you could be healing hundreds of hitpoints per round by using twinned and/or quickened hostile empathic transfers. And if it's still overwhelming you, use greater concealing amorpha or something.
#513

eyeless_blond

Mar 06, 2007 19:48:56
I didn't really set it up according to slot; I just used general categories that seemed to make sense. The other way might have made more sense, but I'm not sure I want to go through and recategorize things.

Heh, well you already did then, but by accident. The only slot that's not represented is the vest slot, which at the moment I guess is combined with the armor slot; everything else already is organized into chakras.
#514

zombiegleemax

Mar 06, 2007 21:03:06
It may have more max HP then you, but you could be healing hundreds of hitpoints per round by using twinned and/or quickened hostile empathic transfers. And if it's still overwhelming you, use greater concealing amorpha or something.

Fine. Let me rephrase my statement. It allows someone besides a psion to actually kill the tarrasque?
#515

zombiegleemax

Mar 08, 2007 14:55:16
For a 1 use item life saver, how about the auran mask from the complete mage - page 134. Costs 60gps, and either provides 10 minutes of the effect of a waterbreathing spell, or 1 hour of a +5 fortitude save vs inhaled toxins - and it even works in an antimagic shell!
#516

the_narrator

Mar 08, 2007 21:20:50
Don't know if it's been mentioned yet (and 18 pages worth of replies means I'm not looking), but the ever-loveable Tanglefoot Bag is a must at (I think) 50GP from the PHB. Ranged touch attack to give a -4 penalty to Dex plus a reflex save or be immobilized. Plus some other nifty affects. Absolute life saver on big, bad, low-dex enemies.
#517

midgard_in_ruin

Mar 08, 2007 23:09:09
Triple weapon capsule retainer and quickfrost, quickshock, and quickflame from complete adventurer. Nonmagical elemental damage, but doesn't stack with damage from the same element. Use one of each and for the price of 25gp per capsule, you're looking at +3d6 damage
#518

catharz

Mar 09, 2007 0:24:09
Don't know if it's been mentioned yet (and 18 pages worth of replies means I'm not looking), but the ever-loveable Tanglefoot Bag is a must at (I think) 50GP from the PHB. Ranged touch attack to give a -4 penalty to Dex plus a reflex save or be immobilized. Plus some other nifty affects. Absolute life saver on big, bad, low-dex enemies.

It's not a magic item
#519

colm_l

Mar 09, 2007 3:31:51
It's not a magic item

I think we've started considering alchemical as well
#520

elderich

Mar 09, 2007 18:02:11
It's not a magic item

Need to be a spellcaster to make it
#521

caelic

Mar 09, 2007 18:05:01
I think we can safely include non-magical bargains; I stuck in a section for that.
#522

carnivore

Mar 16, 2007 15:20:27
ok...hers some more:

Darklight(Secrets of Sarlona)....500gp....req Psionic Power points to operate:1PP operates 1 function 24 hours,max capacity 7 PP before refill, Affects 80' radius area...4 settings:
1)No light.......total darkness
2)Shadow....... as Starlight or Shadowy illumination
3)Bright light....as Lantern or Torchlight in area
4)Becon..........extreme brightness...DC 14 fort or Dazzeled(including user)

Magic Item Compendium has a bunch....and updates some Broken items(reducing power....3/day instead of continuous use for Retribution Amulet for example)

many cheap low cost items to help characters survive low levels

:D
#523

ninjadebugger

Mar 16, 2007 15:29:10
ok...hers some more:

Darklight(Secrets of Sarlona)....500gp....req Psionic Power points to operate:1PP operates 1 function 24 hours,max capacity 7 PP before refill, Affects 80' radius area...4 settings:
1)No light.......total darkness
2)Shadow....... as Starlight or Shadowy illumination
3)Bright light....as Lantern or Torchlight in area
4)Becon..........extreme brightness...DC 14 fort or Dazzeled(including user)

I would tend to think this is generally inferior to Dungeonscape's Dancing Lantern, which is four times the price, but flies, has remote voice control, and has a standard intelligent version that can direct itself.
#524

carnivore

Mar 17, 2007 13:19:10
but this can REDUCE ambient light.....you could be a Vampire and walk around with this outside in daylight and be in an Area of Absolute darkness 80' radius

:D
#525

ninjadebugger

Mar 17, 2007 13:30:00
but this can REDUCE ambient light.....you could be a Vampire and walk around with this outside in daylight and be in an Area of Absolute darkness 80' radius

:D

Now THAT's a horse of a different feather.

Btw, incoming post later today on outstanding bargains from Magic Item Compendium.
#526

caelic

Mar 17, 2007 13:56:41
Now THAT's a horse of a different feather.

Btw, incoming post later today on outstanding bargains from Magic Item Compendium.

Cool. I'll try to make sure to log in and add them later tonight.
#527

ninjadebugger

Mar 17, 2007 14:30:24
From Magic Item Compendium:

Armor:
Greater Blurring (MIC, +2) - A +2 synergy that stacks on Blurring, it upgrades the distinctly lackluster Blurring property into an unlimited use, swift action, 10-minute duration Hide in Plain Sight, since the Blur spell grants Concealment. This is absolutely amazing for anybody stealthy.

Magic Eating (MIC, 10k)- Totally revamped, this ability is actually useful. For a flat 10k, you can regain HP equal to the spell's level whenever you make a save against a spell that targets you.

Quickness (MIC, +5k)- +5 grand for +5' speed, with no other restrictions. Sounds good to me.

Crystal of Adaptation (MIC, 3k or less)- This is the new star of every Planescape campaign. A cumulative crystal (each step up includes the last step's powers), it grants Endure Elements / Immunity to planar alignment traits / Immunity to Positive/Negative Dominant traits. At only 3 grand for a Greater, this is absolutely stellar. If you're going off the Prime, don't leave home without it.

Crystal of Aquatic Action (MIC, 3k or less)- Remember what I said about Deepdweller armor, above? The Greater crystal here is 3k for no armor check penalty, a Swim speed of half your Land speed (and all associated bennies), and then water breathing and immunity to the movement/attack penalties of being in water. Unless you've got a crystal you like better, don't go sailing without this.

Iron Ward Diamond (MIC, 6k or less)- At DR 1/-, 3/-, and 5/- *stacking with all other similar DR*, these crystals are absolutely worth the money, even with the limitations. It's no longer automatic that a tank will have mithral full plate. Now, it's entirely likely he'll grab Adamantine Full Plate, because this DR stacks, and the Greater crystal only works with Heavy armor. The Lesser works with Medium or higher, and the Least with any armor. Of course, that's still way too good for most any price, so they tacked on a 10/30/50 points of absorption per day, but at 8k for the Greater, every tank should have at least one.

Restful Crystal (MIC, 500 GP)- 500 GP, modular, to sleep in your armor without penalty. Don't go adventuring without it, peeps.

Weapons:
Binding (MIC, +1)- Ever get tired of BBEGs teleporting away at the last second? Frustrated with Contingency -> Teleport stupidity? For just a +1 bonus, you can spend your swift action twice a day to nail the next sucker you hit with a no-save Dimensional Anchor! If you're going wizard hunting, don't leave home without it!

Divine Wrath (MIC, +1)- If you're an undead hunting paladin, you cannot possibly get better than Divine Wrath. For just +1, turn those mostly useless turn attempts into 1d6 points of damage vs undead... PER POINT OF CHARISMA BONUS YOU HAVE.

Eager (MIC, +1)- At +1 for +2 nameless bonus to initiative, this was good. On top of that, free-action draw and +2 damage per hit (nameless!) during the surprise round and first round of combat, and it's just plain wonderful.

Warning (MIC, +1)- +1 enhancement for +5 Insight to init? gimme gimme, one for every party member, I GUARANTEE IT

Whirling (MIC, +1)- +1 enhancement for a 3/day Whirlwind Attack that affects all enemies in -reach- instead of 5'? Good backup weapon fodder, right there, ladies, gents, and assorted beasties.

Raptor Arrows (MIC, 6k) - At six grand a pop, these are the last arrows you'll ever need. Ehlonna for the win, because they're not destroyed when fired, and they automatically return to you the round after they're fired, and that's -before- the relic power. With the relic power kicked in, you get Bane as a freebie vs whatever you're targeting with the arrow. You seriously cannot beat these.

Warlock's Scepter (MIC, 8k) - This item has gotten immeasurably better. Instead of 50 charges with max of 5/day, it's just five charges per day, period. It got dropped to a +1 light mace, but it also grants a +1 profane bonus on ranged touch attack rolls, and only costs 8 grand. IMMEASURABLY better.

Crystal of Life Drinking (MIC, 6k or less) - An absolutely stellar crystal, easily on par with the DR crystal for armor, it's essentially exactly the inverse. Each hit you make with the weapon, you gain 1/3/5 HP, to a max of 10/30/50 per day. Absolutely amazing.

Demolition Crystal (MIC, 6k or less) - Cumulative +1d6 damage vs Constructs / adamatine for construct DR / can deliver sneaks/crits to constructs. No rogue should be without two of these. Period. Do not pass go, do not collect 200bux.

Truedeath (MIC, 6k or less) - See that crystal above, the one that hoses golems? Do the EXACT same thing, except instead of adamantine, you get Ghost Touch. Keep -six- of these around, just in case they decide to disarm or sunder you.

Clothing:
Amulet of Second Chances (MIC, 40k) - At 40,000 GP, it's not an impulse buy, but once per day being able to reset the game to the start of your turn is definitely not a bad safety net for when you want to do stupid things and not have to worry about insane consequences.

Blindfold of True Darkness (MIC, 9k) - Nine thousand gee pees for 30' blindsight and 100% immunity to gaze attacks? Sure, you're blind to everything beyond 30', but it totally doesn't matter. Combine with an Eversmoking Bottle for the lulz. This supersedes the version already in this thread, from A&EG

Counterstrike Bracers (MIC, 2500) - At only 2500 GP, a twice per day free shot against someone who attacks you and misses is good.

Horned Helm (MIC, 8k) - A secondary natural attack at a d8+1/2 Str is nothing to sneeze at, not for only 8k.

Mindvault (MIC, 8k) - The absolutely essential equipment for any fighter with a crappy will save, for only 8k, once per day as an immediate action, you get to nosell a mind-affecting effect in exchange for being dazed for a round. At only 8k, this is beyond bargain material.

Ring of Communication (MIC, 2k) - At only two grand a pop, and freely expandable as a set, AND unlimited free action activation, these are basically the new standard for people who don't want to burn spells on Telepathic Bond. They're not quite as good as telepathy, but they're the next best thing, fo sho.

Ring of the Darkhidden (MIC, 2k) - Still every bit as good as when it was first printed in Living City, unlimited constant invisibility to Darkvision is THE thing to have when fighting in no-light areas, no doubt. A bargain at 2k.

Ring of Entropic Deflection (MIC, 8k) - Essential gear for ranger/scouts, it's also no slouch for swordsages who like to move about a lot. Only 8k for a 20% (or 50%) miss chance vs ranged attacks. Delicious.

Ring of Silent Spells (MIC, 2k) - If you ever really, REALLY wanted to spend 2000 GP to utterly and completely own a spellcasting baddie while you're low to low-mid level, this is how you'd do it. Once a day, a five round Silence centered on you, and you get to cast spells of level 3 and lower as if they were Silent. For a swift activation, that doesn't get much better, until you realize that -you don't have to be a caster to use it.-

Ring of Spell Battle (MIC, 12k) - Still a bargain at 12k, an automatic spellcraft to identify all spellcasting within 60' AND a once a day retargeting of a spell, you seriously shouldn't be without this at high level. In fact, get one for everybody. Two or three, actually, since there's no attunement time like many 1/day items.

Scarab of Stabilization (MIC, 20k) - At 20k to automatically stabilize, this is a decidedly lackluster item. Its REAL power is that it's a oneshot 1-UP, stopping your HP at -9 and stabilizing you one time that you'd normally die. At high levels, if you're not using your throat slot for something else, don't be caught without one.

Steadfast Boots (MIC, 1400) - For only 1400 GP, having your two handed weapon automatically and constantly readied and set against charge vs someone charging you is a steal. This applies -even if the weapon can't normally be set vs charge.- The +4 on checks to avoid bull rush, overrun, and trip is just gravy.

Tabard of the Disembodied Voice (MIC, 6k) - Have you ever wanted a priest or mage of Nerull to utterly own a party? This is how. For a 7th level divine slot or the True Believer feat, weighing in at only 6,000 GP, this tabard lets you hop onto the Ethereal plane for 10 rounds... but your spells still affect the material plane normally. HELLOOOOOOOOOOO NURSE!

Tabard of the Great Crusade (MIC, 5500) - Another amazing relic, I think they're on to something here. 5500 GP for +1 morale bonus on all saves for all Lawful types within 20', a relic bond (level 8 spell or true believer) gives you DR 5/evil and lets an ally grasp the hem once per day to get a 20th level Heal spell as a Move(Manipulation) action.

Torc of Power Preservation (MIC, 4k) - Even MORE absurd now that it only costs 4000 GP!

Vest of the Archmagi (MIC, 200k) - Even at its market price of 200,000 GP, this vest is beyond a steal, so much so that they tell you it's mythical and since it's mythical, it can't be made. Of course, they provide market price and creation prereqs and cost anyway, so. 200,000 GP for +8 Armor bonus to AC, +5 Resistance to saves, +2 enhancement to spell penetration, swift action Pearl of Power recalling up to 3 spells of level 9 or lower, and swift action unlimited use ability to sacrifice a spell of any level to heal yourself of damage equal to 5x Spell Level in HP. A -bargain- at 200,000 GP.

Blast Disk (MIC, 900)- At only 900 GP for what amounts to a 5d6 time bomb/demolition charge/portable trap, grab a bunch of these and use them as warning on your backtrail, or just to blow up obstacles like recalcitrant doors.

Blessed Bandage (MIC, 10) - At 10 GP a pop, all low level characters should carry at least one for emergencies, because screwing up that DC 15 Heal check is a real pain.

Censer of the Last Breath (MIC, 2500) - At 2500 GP and burning 10 GP of incense a pop, a relic that lets a generally NE person have a 20' Obscuring Mist that you can see through is boss. With relic connection powers going from level 9 (250 GP a pop) up to level 15 (2,000 GP a pop) for Solid Fog, Cloudkill, Acid Fog, and Incendiary Cloud, all surrounding you, and all of which don't affect you, this is so far beyond a steal that it's not possible to adequately describe its awesomeness.

Dove's Harp (MIC, 12k) - Um, I think they forgot to list the uses per day limit on this one. I smell errata coming, because an unlimited use Fast Healing 3 for all allies within 60', triggered by you playing it while using bardic music, is probably busted. I think they -intended- it to be "spend a use of bardic music", but that's definitely not what it says, and if nothing else, Inspire Courage has no maximum duration. The absolute worst you can do with this thing is full-healing the entire party for 1 use of bardsong.

Enveloping Pit (MIC, 3400) - An evil-only 10' diameter, 50' deep Portable Hole? For only 3400 GP? AND if you've got a l5 divine slot or true believer, you can use it as a DC 22 reflex pit trap from up to 60' away? Sounds great to me. Especially for anybody who's got the UMD to emulate evil alignment.

Glyph Seal (and Greater version thereof) (MIC, 4000 or less) - At 1000 and 4000 GP, turning spells of level up to 2 (or 5) into portable traps as per Glyph of Warding is definitely no slouch of an item, sir.

Infinite Scrollcase (MIC, 2800) - Well, it's not as infinite as the name implies, but for 2800 GP, holding 50 scrolls and allowing retrieval as part of a move action, AND a +4 bonus to cast the scroll defensively, this is a decent item for any mage making use of scrolls. And since there's a certain feat and item in Complete Mage that makes scrolls MUCH more appealing, this one's a winner.

Sphere of Awakening (MIC, 1800) - Tired of getting owned by exhaustion effects? For only 1800 GP, you can get a one use per day, swift action activated burst that wakes up your entire party, dispels existing fatigue and exhausion, and makes you immune to sleep, fatigue, and exhausion for ten minutes. Exhaustion is NOT something you want to have to deal with in extremis. Keep one on hand.

Talisman of the Disk (MIC, 500) - Only 500 GP for a continuous use Tenser's Floating Disk (3 hours at a time, max)? AND if you have a strength boost item, the disk can hold an extra 100 pounds per point of strength bonus? Get two.
#528

ressurrector

Mar 17, 2007 17:57:32
but this can REDUCE ambient light.....you could be a Vampire and walk around with this outside in daylight and be in an Area of Absolute darkness 80' radius

:D

Or you could be a Snadow Sun Ninja and use their class feature that removes all penalties for fighting blind against a blinded opponant...and gives bonuses as well.

Find some way to get blindsense so you can walk in absolute darkness and you're golden.
#529

zeroavatar

Mar 17, 2007 20:56:34
I was browsing through the MIC, and I came across a once-per-day negate drastic Transmutation effect item, but I've now forgotten what it is or where it is. I know about the 7-charge one, I'm more interested in the former one.
#530

zombiegleemax

Mar 17, 2007 21:08:23
Wow. The magic item compendium is the new A&EG. Some of the best items got reprinted with the 3.5 seal of approval! And don't get me started on those "augment crystals."
#531

OneWinged4ngel

Mar 18, 2007 1:58:24
Headband of Conscious Effort is now significantly cheaper in Magic Item Compendium, for a mere 2k.
#532

Arem_K

Mar 18, 2007 2:13:54
I heard that the Blindfold of true darkness has been reprinted and still costs just 9k. Combine that with the Darklight or even just a core eversmoking bottle should have you well on your way to winning D&D.
#533

OneWinged4ngel

Mar 18, 2007 2:25:58
I heard that the Blindfold of true darkness has been reprinted and still costs just 9k. Combine that with the Darklight or even just a core eversmoking bottle should have you well on your way to winning D&D.

Blind of True Darkness is indeed just 9k in MIC.
#534

ninjadebugger

Mar 18, 2007 7:53:58
Headband of Conscious Effort is now significantly cheaper in Magic Item Compendium, for a mere 2k.

Why wouldn't it be? It's essentially a heavily nerfed version of an item from Tome of Battle, giving you the ability once per day instead of once per encounter.
#535

ninjadebugger

Mar 18, 2007 7:55:49
I heard that the Blindfold of true darkness has been reprinted and still costs just 9k. Combine that with the Darklight or even just a core eversmoking bottle should have you well on your way to winning D&D.

It's been reprinted, but it's reduced in range to 30', which means that being 100% blind vs ranged attackers is now a distinct possibility. There's also the fact that Darkstalker is practically a required feat for stealth types now, which means it's not anywhere near as all powerful as it used to be. What -I- find amusing is that the very next item does less for you, but costs more.
#536

ninjadebugger

Mar 18, 2007 7:59:04
Wow. The magic item compendium is the new A&EG. Some of the best items got reprinted with the 3.5 seal of approval! And don't get me started on those "augment crystals."

Most of the augment crystals are bad to okay, with a few stellar ones leading the pack. All the best crystals also have a maximum points per day limit that amounts to either 5 or 10 hits affected before going kaput for the day, meaning to have them going for large amounts of time, you're going to need LOTS of them, and at 6k a pop, that's not a cheap proposition. Not to mention the move equiv action to swap in battle.
#537

elder_elemental_evil

Mar 18, 2007 14:19:44
Wait.. does that DC15 reflex to avoid attacks by magic weapons mean that a Rogue with Improved Evasion could get away with never being touched by magic or nonmagic weapons? Seems like an investment well worth it for any rogue, or anyone who can get evasion and a decent reflex save really. (25k GP gets you evasion too... so anyone with money to blow and a good reflex save)

Which item gives you evasion, and where can it be found?
#538

carnivore

Mar 18, 2007 15:14:16
ring of Evasion....DMG

Ring of Evasion: This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.

:D
#539

carnivore

Mar 18, 2007 15:28:05
items that i liked....quick list:

600gp Boots of Agile Leaping...use Dex instead of Str for Jump Chaeck...and with 5 ranks of Balance....Stand from Prone as a Swift Action the does NOT provoke AoOs

6000gp Boots of Big Stepping.....+2 caster lvl for ALL Teleportation Spls continuous effect...and Greater Teleport 60' range 3/day

2300gp Bracers of Opportunity.....if you have Combat Reflexes..gain +2 Competence on all AoOs and 2/day take an extra AoO over your limit

36000gp Greater Cloak of the Salamander......any creature that hits you with Melee Attack...takes 1d6+7 Fire damage....continuous effect

24000gp Third Eye of Sense.....at will Clairvovant Sense power

55000gp Dragons Eye Amulet....+10 Competence to Search and Spot checks...and Blindsense 30' continuous effect

20000gp Crystal Mask of Insight....+9 Insight to Search and Spot checks

5000gp Ghost Shroud.....+1 Deflection to AC, and All melee attacks VS incorporeal as if weilding Ghost touch weapon..even unarmed or Natural

8000gp Gloves of the Balanced Hands...gives 2 weapon Fighting...if already have..gives Imp 2 Weapon fighting


:D
#540

ryeookin

Mar 20, 2007 0:00:33
I am so like a kid in a candy store with this book.. so many good items.

One of the items not listed yet (and as long as my DM gives the go ahead EVERYONE in our group will have one).

Healing belt 750gp
3chgs/day
standard action to use

1chg=healing on touch 2D8
2chg=healing on touch 3D8
3chg=healing on touch 4D8

That averages to be 18-27hp/DAY of healing for only 750GP!!
(with an added bonus as written that it can also be used to damage undead)

So go clean out those gp's stuck between your couch cushions.. grab those coins from your piggy bank of holding and go buy that cleric in a belt. :D

-----------------
Tome of worldly memory 1,500gp
3/day the reader can get a +5 bonus to ANY knowledge check

----------------
Since I'm playing a warlock and will be using fell flight I love the lesser crystal:

Crystal of Arrow Deflection
Price (Item Level): 500 gp (3rd) (least), 2,500 gp (7th) (lesser), or 5,000 gp (9th) (greater)
Body Slot: -- (shield crystal)
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: --
Weight: --

This blue sapphire is cut into a large cabochon. It contains a small flint arrowhead in its center.

A crystal of arrow deflection protects you from ranged weapon attacks.

Least: This augment crystal grants you a +2 bonus to AC against ranged attacks.
Lesser: As the least crystal, except the bonus is +5.
Greater: As the least crystal, and you can deflect one ranged attack per round as if you had the Deflect Arrows feat.

Prerequisites: Craft Magic Arms and Armor, shield.
-----------------

Since I mentioned I play a warlock some good items in here for them. Specifically I like the one as it keeps those especially mobile enemies tied down..
----------
bracers of entangling balst 2,00gp
3/day
swift action

You can do half damage with a spell or spell like ability to entangle the creature for 1D3 rounds and do DOT damage for those rounds = to the spell lvl of the spell/spell like ability you used for this ability.
(only works on spells/spell likes that do damage)

-----------
Gloves of eldritch admixture 2,500gp
3chg/day

Allow you to add additional elemental damage to your EB of your choosing (I.E. fire, acid, lightening, cold, and sonic I think).
1chg=+2D6
2chg=+3D6
3chg=+4D6

Adding any elemental damage at the spur of the moment gives it great versatility.. not to mention a free +2D6 damage 3/day for only 2,500gp

There are some other grood ones.. but I'm sleepy and don't recall all the details. You get the idea though. :D
#541

ryeookin

Mar 20, 2007 0:16:06
From Magic Item Compendium:
Sphere of Awakening (MIC, 1800) - Tired of getting owned by exhaustion effects? For only 1800 GP, you can get a one use per day, swift action activated burst that wakes up your entire party, dispels existing fatigue and exhausion, and makes you immune to sleep, fatigue, and exhausion for ten minutes. Exhaustion is NOT something you want to have to deal with in extremis. Keep one on hand.

I don't have my book right in front of me but ok so this got me thinking.. after traveling/adventuring all day everyone is tired right? Well what keeps a group from using one of these to instantly become "rested" so to speak and then continue moving 24hours/day with no down time for sleep/rest (assuming no rest needing spell casters were present)?:evillaugh
(at most maybe you need two of them?)
#542

ressurrector

Mar 20, 2007 2:42:37
It would work, however it may be faster to just use horses, depending on how the text is worded.
#543

seeker_of_truth_02

Mar 20, 2007 3:57:19
Mostly I'm just replying to subscribe, but I figured I'd mention Celestial Armor from the DMG. For the right character this armor is a steal.
#544

suntzuwarmaster

Mar 20, 2007 8:48:58
Sphere of Awakening (MIC, 1800) - Tired of getting owned by exhaustion effects? For only 1800 GP, you can get a one use per day, swift action activated burst that wakes up your entire party, dispels existing fatigue and exhausion, and makes you immune to sleep, fatigue, and exhausion for ten minutes.

Take note that you are only immune for 10 minutes. The ideal use would be to travel for 24 hours, be exhausted for the last 12 and hope for only one encounter. Use it to get that last push into the inn, or not be crippled in the dessert.
#545

ninjadebugger

Mar 20, 2007 9:02:11
Sphere of Awakening (MIC, 1800) - Tired of getting owned by exhaustion effects? For only 1800 GP, you can get a one use per day, swift action activated burst that wakes up your entire party, dispels existing fatigue and exhausion, and makes you immune to sleep, fatigue, and exhausion for ten minutes.

Take note that you are only immune for 10 minutes. The ideal use would be to travel for 24 hours, be exhausted for the last 12 and hope for only one encounter. Use it to get that last push into the inn, or not be crippled in the dessert.

Note the part about "dispels existing". It doesn't dispel them for 10 minutes. It dispels existing conditions, and makes you immune to further infliction for 10 minutes. And at 1800 GP a pop, you can easily afford four of them.
#546

hotsake

Mar 20, 2007 12:31:23
Pretty sure you're allowed 8 hours of overland travel before you start making constitution checks. You should only need 3 spheres to travel continuously (a reasonable DM would reset the countdown, even if nobody's failed a check yet).
#547

domenic

Mar 21, 2007 0:08:08
MIC: a ton of good items, with the only issue being the body slots they take up might be better used on more powerful items.

Gloves of spell disruption---any melee attack you make against a creature while it is casting a spell adds +5 to the Concentration check DC!! Best part... ONLY 1000 gp!

Gauntlets of throwing: 3/day add the throwing and returning properties to your weapon. Perfect for giving a melee fighter that extra ranged boost. 2000 gp.

Gauntlets of weaponry arcane: any weapon (even nonmetallic ones) act as magic and silvered for DR purposes. 6000 gp.

Ghost shroud (body slot: body): +1 deflection to AC, AND all melee attacks act as if you had a ghost touch weapon. 5000 gp!

Healing belt: +2 competence on Heal checks, plus 3 charges that you can spend to heal (n+1)d8 points of damage, touch range (where n is the number of charges spent). Charges, of course, renew at dawn. And for 750 gp, this will save you lots on potions of healing!

Heartseeking amulet: 3/day your next melee attack counts as a touch attack. 3000 gp.
#548

gadren

Mar 21, 2007 19:14:16
Note the part about "dispels existing". It doesn't dispel them for 10 minutes. It dispels existing conditions, and makes you immune to further infliction for 10 minutes. And at 1800 GP a pop, you can easily afford four of them.

You could already remove the need for sleep with the lesser restoration spell. It removes the fatigued condition and improves exhausted to fatigued.
#549

ninjadebugger

Mar 21, 2007 19:33:10
You could already remove the need for sleep with the lesser restoration spell. It removes the fatigued condition and improves exhausted to fatigued.

It doesn't do it for the entire party as a swift action, though. That's MORE than worth it for 1800 GP. As a bonus, if your party's sleeping, it wakes them all up.
#550

lerysh

Mar 21, 2007 19:36:52
I notticed a lack of Vests on the OP. Surely there has to be something worth filling that slot with?
#551

kilroo

Mar 22, 2007 12:41:27
From Magic Item Compendium:

Armor:

Quickness (MIC, +5k)- +5 grand for +5' speed, with no other restrictions. Sounds good to me.

Has that got a bonus type?
#552

Tempest_Stormwind

Mar 22, 2007 15:32:14
Has that got a bonus type?

It's one of many things stolen from the XPH, stripped of anything psionic, and printed as a magic item.

In the XPH, it's untyped. However, it's also priced as a +1 bonus there, so given that the price was reviewed, it's possible that they added a type. I doubt it, though.
#553

zombiegleemax

Mar 22, 2007 16:13:35
I noticed a lack of Vests on the OP. Surely there has to be something worth filling that slot with?

Vest of Resistance +1-+5 (As Cloak of Resistance, Magic Item Compendium)
#554

ninjadebugger

Mar 22, 2007 16:19:30
Has that got a bonus type?

It's Enhancement.
#555

kilroo

Mar 22, 2007 16:39:33
It's Enhancement.

CURSES.
#556

cactot

Mar 22, 2007 21:28:14
That's the word I was looking for...and I'm pretty sure they're Mandalas anywhere...but I've seen a lotta Indian ones.

I could be wrong, but I think that's where they originated...and moved east with Hinduism.

if your looking for the japanese word for sheath the word is Saya, not mandala... Mandala is traditionally a word with associations with dharmic religions, originally hindu and buddhist to be precise.
#557

belltower

Mar 22, 2007 21:54:06
MIC: a ton of good items, with the only issue being the body slots they take up might be better used on more powerful items.

Couldn't you combine most of the effects of the similar items using the guidelines in the DMG? Yeah, it'll increase the price a bit but at the prices listed in the MIC for a lot of these items, it's worth it in some cases.
#558

Balthanon

Mar 24, 2007 7:03:35
Strongarm Bracers [MIC] for 6,000 gold seem like a decent deal; wield weapons one size larger than you (doesn't stack with Powerful Build).
#559

friendlyfrog

Mar 24, 2007 10:13:07
Strongarm Bracers [MIC] for 6,000 gold seem like a decent deal; wield weapons one size larger than you (doesn't stack with Powerful Build).

They seem a lot better than taking Monkey grip, at least.
#560

mattblacke

Mar 24, 2007 11:53:35
From Magic Item Compendium:


Ring of Silent Spells (MIC, 2k) - If you ever really, REALLY wanted to spend 2000 GP to utterly and completely own a spellcasting baddie while you're low to low-mid level, this is how you'd do it. Once a day, a five round Silence centered on you, and you get to cast spells of level 3 and lower as if they were Silent. For a swift activation, that doesn't get much better, until you realize that -you don't have to be a caster to use it.-

It's soooo beautiful....

Something that amused me out of this. Perhaps not the most optimal item, but:

Belt of Priestly Might (MIC 74): They watered it down from Magic of Faerun, but they also made it cheaper at 6k. +2 Strength enhance and a +1 to existing natural armor bonus. Have to see if that stacks with an amulet of N.A, but I don't think so.

However, it states that it features a holy symbol. Make one for the cleric, and he/she needs never worry about not having a free hand to present the holy symbol again. A simple (and hilarious) pelvic thrust/turn undead check should have the thing run screaming. (WARNING: Do not attempt when anyone is eating or drinking)
#561

ronyon

Mar 25, 2007 11:28:12
More MIC stuff...
Dont have book, just took look,but what about the ARROWS!?
I could be wrong, but I think the designation of Weapon versus Projectile Weapon or Melee Weapon in the MIC entries , is all inclusive, and thus allows Ammunition to be made with weapon properties marked Weapon.
So how about the BlindSight property(+2) on a Arrow or Sling Stone?
Or the Luck(?)property on a Shuriken ?
Cant recall any more, but could those who have the book Weigh in on this idea?
Im sure there are more exploitable weapons properties,if my theory holds true.
#562

caelic

Mar 25, 2007 15:26:51
A simple (and hilarious) pelvic thrust/turn undead check should have the thing run screaming. (WARNING: Do not attempt when anyone is eating or drinking)

"But it's the pelvic thrust that drives the spectre insaa-aaa-aaaane! Let's turn some undead agaaaain!"
#563

the_mad_linguist

Mar 25, 2007 16:45:54
However, it states that it features a holy symbol. Make one for the cleric, and he/she needs never worry about not having a free hand to present the holy symbol again. A simple (and hilarious) pelvic thrust/turn undead check should have the thing run screaming. (WARNING: Do not attempt when anyone is eating or drinking)

And when you consider it's based on charisma...
#564

surreal

Mar 25, 2007 18:09:54
"But it's the pelvic thrust that drives the spectre insaa-aaa-aaaane! Let's turn some undead agaaaain!"

Bwahaha, I just saw the musical last month...
#565

zombiegleemax

Mar 25, 2007 19:22:36
"But it's the pelvic thrust that drives the spectre insaa-aaa-aaaane! Let's turn some undead agaaaain!"

Sigged!
#566

mattblacke

Mar 28, 2007 17:10:08
Caelic, you win the thread.
#567

a_wizard_for_breakfast

Mar 29, 2007 11:59:18
The Ring of Entropic Deflection (MIC) seems to be a very good item for a caster. By itself, it's not so stellar. Combined with any item that increases speed, it gives you 50% miss chance against all ranged attacks.

Seems like a pretty good deal to me. Saves on a round of buffing (invisibility) for the casters. Stay mobile and you should be golden.
#568

amatulic

Apr 03, 2007 23:45:35
Fantastic article, Caelic. I have learned that I can count on you to find the best ways to optimize characters.

I'd be wary of the 3.0 items however. The pricing rules were different in 3.0 than 3.5, particularly for things that enhance skills. Stuff from Arms and Equipment Guide, Oriental Adventures, Book of Vile Darkness, etc. would be suspect and need re-checking.

I notice several items from A&E in this list. If they seem inexpensive, it may be because they are priced according to obsolete rules. Were I a DM faced with a player who wanted any 3.0 item, I'd re-price it first. They may not be such bargains after you re-check them.

A bard, for example, might want a Cloaker Flute (Savage Species), but if you re-price it according to 3.5 rules its cost more than doubles to 69,000 gp; see my calculation in [thread=469428]this old thread[/thread].

Ioun Stone, Gray (DMG, 25 gp) With continual flame, becomes a hands-free perpetual light source

This is another 3.0 item. As an object that does nothing but orbit your head, it's probably priced about right. However, if you add any continuous 0th or 1st-level ability to it (such as light), the cost goes up by about 4,000 gp. -A
#569

drakinar

Apr 03, 2007 23:56:14
My duskblade's favorite item. Ring of piercing spells. 3/day as a swift action you can add 2d6 damage to any melee touch attack spell against a target denied their dex bonus (flanked, flatfooted, etc). Only costs 2k.
#570

seeker_of_truth_02

Apr 04, 2007 0:23:13
This is another 3.0 item. As an object that does nothing but orbit your head, it's probably priced about right. However, if you add any continuous 0th or 1st-level ability to it (such as light), the cost goes up by about 4,000 gp. -A

Continual Flame costs 50gp to cast regardless of it's target. You misunderstand the suggestion, the dull grey Ion stone doesn't have the magical ability to cas continual flame, someone has just cast the spell on the item.
#571

ressurrector

Apr 04, 2007 2:25:55
If you've got a fly speed: Medallion of Aerial Defence.
8000gp for DR 10/magic vs ranged attacks if you or opponant is flying.

When you're flying it's mainly magic or ranged weapons that get you. Now if only there was a way to reprice it for DR/material, so it wasn't so easily bypassed.
#572

heax

Apr 04, 2007 2:55:23
I've had this thread Bookmark'd for a looong time. I use it when creating any character.

This is my first post.

I was rummaging around the DMG's 'Item Pricing Guidelines', and I was looking to make a homemade item for Spell Resistance.

"10,000 gp per point over SR 12; SR 13 minimum"

'Awesome', I thought. 'So SR 20 is... 80,000 gp?'
Right?
Wrong.

Ladies and gentlefolk, if it has not yet been mentioned (I haven't read every reply in this thread) then I am happy to introduce, straight from our very own DMG:

Scarab of Protection
SR 20. Protection against Energy Draining attacks, Death effects, and negative energy effects. Upon aborbing 12, then POOF! Gone.
But still. Two of these are cheaper than a homemade SR 20 item. I just thought it was a worthy mention.

...or has it been errata'd?
#573

the_mad_linguist

Apr 04, 2007 10:31:52
Continual Flame costs 50gp to cast regardless of it's target. You misunderstand the suggestion, the dull grey Ion stone doesn't have the magical ability to cas continual flame, someone has just cast the spell on the item.

Of course, if you want to be really cheap, Summon Monster IV a lantern archon and have it use its continual flame SLA. Spells expire when the summoning duration expires, but SLAs don't.

(with a bag of holding, you can also abuse the lantern archon's greater teleport SLA)
#574

amatulic

Apr 04, 2007 11:35:01
Continual Flame costs 50gp to cast regardless of it's target. You misunderstand the suggestion, the dull grey Ion stone doesn't have the magical ability to cas continual flame, someone has just cast the spell on the item.

You're right, I get it now. But some thoughts occur to me:
  • Why bother with an ioun stone to carry a continual flame? It seems to me like it would be more useful to cast it on something you're already wearing or holding, then you could at least cover it quickly when you want to be hidden.
  • An ioun stone isn't necessarily within reach, being 1d3 feet away. Seems like it would take a move action to catch it.
  • While continual flame costs 50 gp to cast, it costs 110 gp to buy, going by the core description of the Everburning Torch. That still isn't a bad deal.
  • While I may have misunderstood the suggestion regarding continual flame, the point of [post=11980314]my prior message[/post] was that there's a reason the gray ioun stone isn't in any 3.5 source book: It is mis-priced, like many other 3.0 items when moved into a 3.5 game. When introducing a 3.0 item into a 3.5 game, you need to re-price it.

So, let's price a continually-flaming gray ioun stone for 3.5.

A do-nothing ioun stone in 3.5 would have the value of a wondrous item with mage hand or levitate cast on it to let it follow you around at close range. Levitate is expensive, so assume mage hand. That would be 4000 gp (2000 for a continuously-active 0th-level spell, x2 for no space limitation). Price is also adjusted by the spell's duration, but no mention is made in the rules for a spell duration of 'concentration' so we'll leave it alone. Otherwise you could assume the duration of 'concentration' is measured in minutes, which introduces another x2 multiplier to convert it to a continuously-active effect.

I'd discount it by weight: mage hand can move 5 lb, so I'd argue that a 1 lb stone stone would cost 4000/5 or 800 gp. I would also argue that, because it never gets further than 3 feet away from you, and mage hand can act out to 15 feet, that it should get another discount of 3/15.

That brings the price down to 160 gp for a stone that does nothing but orbit your head. Or 320 gp, if you include the spell duration adjustment. 160 gp is still over 6X the cost of the 3.0 version gray ioun stone.

Add 110 gp (the value of an Everburning Torch) to cast continual flame on it, and you have an item that would cost 370 gp if you found it for sale in a magic shop. It's still a bargain for a light source you don't have to hold. The point is, if it's a 3.0 item, you need to assume it's mispriced and go through the exercise of re-pricing it. -A
#575

womblehunter

Apr 04, 2007 12:06:16
Nonsense. The actual flying part of Ioun Stones is a special effect; all it means is that the item does not take up a magic item slot. Now, admittedly, that does multiply the cost of the item - but since a burned-out Ioun stone has no use, there's no price to multiply; then all you've got is the cost of the Continual Flame.

To illustrate the point, here are some ideas for wholly mundane objects to cast Continual Flame on, yet still be hands-free and easily stowed:
  • A badge, with a cover on it.
  • A piece of string.
  • A belt buckle.
  • An epaulette.
  • A pin.
  • A necklace or amulet.
  • A normal everburning torch, shoved through your belt.
  • and so on...
#576

kilroo

Apr 04, 2007 12:08:40

...If I'm ever in a campaign you run, I'm going to go with an everburning spoon in my hatband.
#577

Scottbert

Apr 04, 2007 12:17:26
...If I'm ever in a campaign you run, I'm going to go with an everburning spoon in my hatband.

Reminds me of our game in which, in a chest of junk, we found a pair of everburning pants. One of our characters wore them on his head for awhile.

Edit - US pants, sorry. I imagine they still looked quite silly.
#578

amatulic

Apr 04, 2007 13:23:52
Nonsense. The actual flying part of Ioun Stones is a special effect

Nonsense - Flying around without wings is a magical or supernatural effect, not merely a special effect. All magical effects have an associated cost which can be calculated. The consequence of having an item you don't wear or touch is the freeing up of an item slot on your body, which doubles the price.
Now, admittedly, that does multiply the cost of the item - but since a burned-out Ioun stone has no use, there's no price to multiply

First, note that I didn't multiply the price of the continual flame effect; I merely used the cost of an Everburning Torch assuming the buyer of the item can't cast the spell and must hire someone to cast it. The continual flame spell costs 50 gp only if you cast it yourself or a fellow ally agrees to cast it for you. Otherwise it costs the same as an Everburning Torch.

Second, pricing isn't determined solely by usefulness. There is a definite cost to adding a magical effect such as levitation to an item regardless of its usefulness. For example, if I hire a wizard to create a bean shrouded in a 1-inch sphere of magical darkness, it's a useless item, but it still costs the wizard XP and gold to create it, and that cost gets passed on to the buyer.

To illustrate the point, here are some ideas for wholly mundane objects to cast Continual Flame on, yet still be hands-free and easily stowed:

I agree, that echoes the very first point I made previously, to wit: Why bother with an ione stone? My subsequent calculation of its cost was an exercise to demonstrate what one should do when adapting a 3.0 item to a game covered by 3.5 rules. The final price of 370 gp for a continually-flaming gray ioun stone is what you'd pay a shopkeeper who is selling this item, under 3.5 rules.

...If I'm ever in a campaign you run, I'm going to go with an everburning spoon in my hatband.

I'd have no problem with that. If you have to hire someone to cast the spell, it would cost you 110 gp. But why bother with a spoon, when you can have an everburning hat? -A
#579

MatthiasKaiser

Apr 04, 2007 14:03:40
I'd have no problem with that. If you have to hire someone to cast the spell, it would cost you 110 gp. But why bother with a spoon, when you can have an everburning hat? -A

Why bother with a hat when you can have a SPOON?!

Seriously, though, not seeing why you're trying to push this. Items not specifically changed from 3.0 in 3.5 are still legal as-is. And 25 gp for a floating curiosity is plenty expensive. And if it's failed and largely useless, as a gray ioun stone is, 25 gp is perfectly reasonable. In fact, since creation costs are based on the item's final price, making a gray ioun stone as a curiosity and then selling it still comes out as a profit, negating your "passing the cost to the customer" argument. Then, having a wizard cast a spell after you purchase your item isn't that expensive either, particularly if you have a wizard in your party to begin with. Sure, you could use something else as your light source, but there's not much that will just hold itself over your head the same way without tying up your hands. Plus, you can easily snatch it out of the air. Really not seeing your objection. The whole premise of this thread is to find bargains in the rules that cost less or do more than other, similarly priced items, and this certainly fits the bill. If you're opposed to the practice in principle, you don't actually have to post in this thread.
#580

fwib

Apr 04, 2007 14:11:56
Nonsense. The actual flying part of Ioun Stones is a special effect; all it means is that the item does not take up a magic item slot. Now, admittedly, that does multiply the cost of the item - but since a burned-out Ioun stone has no use, there's no price to multiply;...

Bear in mind that the Ioun Stone is specifically vulnerable to attack and could be stolen (subject to DM) - unlike a player-invented slotless item which would be hidden inside the armour, or something, like a Pearl of the Sirines - so if anything, Ioun Stones ought to be priced cheaper due to this vulnerability.
#581

fwib

Apr 04, 2007 14:12:56
Reminds me of our game in which, in a chest of junk, we found a pair of everburning pants. One of our characters wore them on his head for awhile.

We are talking UK pants, and not US pants, right?

[edit] D'oh! should've put both of these posts in the same post.
#582

amatulic

Apr 04, 2007 15:14:44
Seriously, though, not seeing why you're trying to push this. Items not specifically changed from 3.0 in 3.5 are still legal as-is.

All I'm "pushing" is a DM's point of view. The assumption, that any old item is legal if 3.5 didn't address it, is the crux of the problem. Rather, items not mentioned in 3.5 should either be unavailable, or the price should be re-checked using 3.5 pricing rules.

Some items are even priced wrong for 3.0! The Cloaker Flute serves as a sterling example of an item that's badly mis-priced even by 3.0 rules, and it never got corrected in 3.5. WoTC found some (but not all) glaring price errors in 3.0 and corrected them in 3.5, such as Instrument of the Winds, which cost 11,000 gp to cast Summon Monster IV as often as you liked - way overpowered for the price - which was corrected in 3.5 to 22,000 gp for 1 use per day.

There are many 3.0 items priced correctly for 3.0 that are clearly and obviously incorrect for 3.5. Especially good examples are all items that enhance skill bonuses - a skill bonus costs bonus-squared x20 in 3.0, but in 3.5 the multiplier is x100, not x20. It's a trivial calculation. Any 3.0 skill-enhancing item not specifically changed in 3.5 should be considered an omission rather than something still legal, and must be re-priced. It's all about game balance.

Many DMs don't bother understanding the pricing rules, so you can slip a lot of mis-priced 3.0 stuff past them.

The whole premise of this thread is to find bargains in the rules that cost less or do more than other, similarly priced items, and this certainly fits the bill. If you're opposed to the practice in principle, you don't actually have to post in this thread.

I am not opposed to the practice of finding high value items for the cost. Caelic listed many 3.5 items that follow this principle.

I am opposed to the practice of assuming that items created under 3.0 rules have valid prices in 3.5 campaigns. Many items don't. That's all. And maybe some DMs don't mind; if yours doesn't, more power to ya! Perhaps I made a poor choice singling out the gray ioun stone as an example, but the point still stands. -A
#583

caelic

Apr 04, 2007 15:43:29
I've had this thread Bookmark'd for a looong time. I use it when creating any character.

This is my first post.

I was rummaging around the DMG's 'Item Pricing Guidelines', and I was looking to make a homemade item for Spell Resistance.

"10,000 gp per point over SR 12; SR 13 minimum"

'Awesome', I thought. 'So SR 20 is... 80,000 gp?'
Right?
Wrong.

Ladies and gentlefolk, if it has not yet been mentioned (I haven't read every reply in this thread) then I am happy to introduce, straight from our very own DMG:

Scarab of Protection
SR 20. Protection against Energy Draining attacks, Death effects, and negative energy effects. Upon aborbing 12, then POOF! Gone.
But still. Two of these are cheaper than a homemade SR 20 item. I just thought it was a worthy mention.

...or has it been errata'd?

Nope. You are, indeed, correct; the Scarab of Protection is an excellent example of an item far cheaper than the pricing guidelines would otherwise indicate. I could've sworn it was already in the list, but I guess not. I'll fix that.
#584

crimsondeath

Apr 04, 2007 16:08:58
"UK pants"? How did pants change when we brought them across the pond?
#585

kilroo

Apr 04, 2007 16:12:54
All I'm "pushing" is a DM's point of view. The assumption, that any old item is legal if 3.5 didn't address it, is the crux of the problem.

I'm not arguing with it being the crux of a problem, because to a large extent I think you're right (Well, I disagree with you about the grey ioun stone specifically, but I agree with the majority of your point in general)...but...isn't this, in a literal sense, part of the rules rather than an "assumption?" Or does that only refer to classes?
#586

hotsake

Apr 04, 2007 16:53:52
So, let's price a continually-flaming gray ioun stone for 3.5.

A do-nothing ioun stone in 3.5 would have the value of a wondrous item with mage hand or levitate cast on it to let it follow you around at close range. Levitate is expensive, so assume mage hand. That would be 4000 gp (2000 for a continuously-active 0th-level spell, x2 for no space limitation).

blah blah blah more stuff

There is no pricing guide for an item with a spell cast on it. The guide you're looking at is for an item that casts the spell for you. You're pricing a slotless item that gives you a continuous, severely gimped Mage Hand effect. That a particular spell (you assume) went into the item's construction is not part of the pricing guidelines; only effect matters. What is the effect of a dull grey ioun stone? It whizzes about your head. Yippee.

By the way, a continuous, 0-level, slotless item would cost 2000 (CL x SL x 2000 x 2, 0-level counts as .5).
#587

amatulic

Apr 04, 2007 17:05:31
Nope. You are, indeed, correct; the Scarab of Protection is an excellent example of an item far cheaper than the pricing guidelines would otherwise indicate. I could've sworn it was already in the list, but I guess not. I'll fix that.

Actually at 38,000 gp it's about right, according to my calculations using the item's underlying spells. One can calculate the price various ways, all involving some sort of judgment call because you're mixing a limited-use effect with a continuously-active effect that terminates when the limited-use effect gets exhausted. But bottom line, it isn't underpriced.

Even so, this particular item is still an excellent value, even if it's fairly priced! Here's why.

You can save a lot of gp by buying items that have a limited number of uses (the best common example is wands). These items are especially valuable if their expected number of uses is about equal to the number of times you'll need it in a campaign. Warding off death effects 12 times is worthwhile, especially combined with always-on spell resistance that lasts until the item finally turns to dust.

In many campaigns, this item is likely to last to the end. So you get all the uses you need, without paying for a "forever active" item!

A similar concept can be employed for custom-crafted items. A Ring of Evasion normally costs 25,000 gp. But if you figure how often you'll face things with a Reflex-half save, you can limit both the total uses and uses/day, to get a bargain that lasts a long time. A "Lesser Ring of Evasion" having 30 uses, activating on the first reflex-half save encountered per day, costs only 1,500 gp.

All I'm "pushing" is a DM's point of view. The assumption, that any old item is legal if 3.5 didn't address it, is the crux of the problem.

I'm not arguing with it being the crux of a problem, because to a large extent I think you're right ...but...isn't this, in a literal sense, part of the rules rather than an "assumption?" Or does that only refer to classes?

If you like something (a race, class, feat, etc.) in 3.0 that isn't affected or overridden by anything in 3.5, then it's fair game to bring into a 3.5 campaign. The 3.5 pricing guidelines do override 3.0, and the newer guidelines do affect item prices. Therefore, older items should get a price update. Imagine you're a wizard creating something from scratch; wouldn't you want the market price in Cedric's Magic Shoppe to correlate with your own cost to create the same item? You are confined to using 3.5 rules for item creation; so too should items already created.

There is no pricing guide for an item with a spell cast on it. The guide you're looking at is for an item that casts the spell for you. You're pricing a slotless item that gives you a continuous, severely gimped Mage Hand effect. That a particular spell (you assume) went into the item's construction is not part of the pricing guidelines; only effect matters. What is the effect of a dull grey ioun stone? It whizzes about your head. Yippee.

By the way, a continuous, 0-level, slotless item would cost 2000 (CL x SL x 2000 x 2, 0-level counts as .5).

Eh... yes, you are correct. I said earlier the ioun stone was a poor example for demonstrating my point. And I forgot about the half-value footnote for the 0-level spells. -A
#588

crimsondeath

Apr 04, 2007 19:18:41
Interesting. If you make an Everburning Torch by having a level 3 NPC wizard cast the level 2 spell Continual Flame, which has a material component worth 50gp, it costs 110 gp. However, if you have that same wizard instead use Craft Wondrous Item to imbue an object with the continuous effect of a Light spell, it instead costs you 2000gp... The difference? Dispel Magic destroys the first one but merely suppresses the second one for a few rounds.
#589

fwib

Apr 04, 2007 19:44:14
"UK pants"? How did pants change when we brought them across the pond?

Wikipedia: Pants

I looked for the etymology, but couldn't quickly find it. My guess is that the US word keeps the original sense, and the UK word is a contraction of 'underpants'

Image-googling for "pants on head" gets a lot more images of underpants than trousers.

(wearing pants on your head being a sign of madness)
#590

zombiegleemax

Apr 06, 2007 12:32:31
Thread is memorable.
#591

awaken_D_M_golem

Apr 13, 2007 15:40:39
Teeth of Dahlver-Nar
Slotless items with roleplaying a tooth pull.
I see the Savnok tooth is already in.

Eligor ............ +4 Str for 16k
Ipos .............. +4 Int for 16k
Marchosias ... +4 Cha for 16k
Paimon ......... +4 Dex for 16k

Historically speaking, these were Artifacts, now just unique.
Frees up a magic-item slot, especially for casters.
That's the equivalent of an epic feat.
#592

Reyemile

Apr 16, 2007 11:08:19
For 2,000 gp, the Ring of the Darkhidden (MIC) is narrow, but potentially nutty. It makes you invisible to darkvision--ina normal campaign, not to useful, but in a Drow campaign, for isntance, it's very much like a permanent ring of invisibility
#593

Balthanon

Apr 16, 2007 11:14:06
Historically speaking, these were Artifacts, now just unique.
Frees up a magic-item slot, especially for casters.
That's the equivalent of an epic feat.

Given the new rules in the Magic Item Compendium, enhancement bonuses to stats can be added without additional cost to slots that they are associated with-- so these are pretty much just standard magic items now. The teeth also require a binder check to avoid falling under the vestiges influence from what I recall, so it is probably just easier to add that +4 Cha to a cloak of displacement or something similar instead.

For the Ring of the Darkhidden, it depends on how your DM plays it-- I know I treat that as standard invisibility myself. So as soon as you attack it drops and you have to redon the ring to reactivate it.
#594

zombiegleemax

Apr 16, 2007 17:16:07
I might just have missed it, but nobody's mentioning the Heartseeking Amulet! It's pretty awesome; 3000 gp, swift action to make your next melee attack a touch attack, 3/day, no attunement periods. So Sublime Way users who depend on the mountain hammers and nightmare blades to deliver single, huge attacks can add insult to injury with pretty much unhindered giant Power Attack bonuses.
#595

catharz

Apr 16, 2007 17:29:18
Given the new rules in the Magic Item Compendium, enhancement bonuses to stats can be added without additional cost to slots that they are associated with-- so these are pretty much just standard magic items now. The teeth also require a binder check to avoid falling under the vestiges influence from what I recall, so it is probably just easier to add that +4 Cha to a cloak of displacement or something similar instead.

Er, I think that's for enhancing scaling bonus items, not adding stat boosting to an item.

D&D already has a kinda informal 'balancing' with exclusive stat boosting, where a CoDzilla can't get +6 Con and Wis (and nobody can get +5 natural AC enhancement and +6 Con), and paladins can't get Cha+6 and Saves+5. Of course, as non-core items come in that goes away.
#596

kirech

Apr 16, 2007 18:32:43
Er, I think that's for enhancing scaling bonus items, not adding stat boosting to an item.

Actually, the text which introduces that table says that its purpose is to increase use of more "interesting" items by allowing you to add stat boosts to them. Thus it is RAW and RAI.
D&D already has a kinda informal 'balancing' with exclusive stat boosting, where a CoDzilla can't get +6 Con and Wis (and nobody can get +5 natural AC enhancement and +6 Con), and paladins can't get Cha+6 and Saves+5. Of course, as non-core items come in that goes away.

Magic Item Compendium seems to question and revise many of the ways that magic items were balanced previously. Cloak of MyPallyWillNeverFailASaveAgain just happens to be one of the results of this.
#597

catharz

Apr 16, 2007 18:41:48
Right you are, I stand corrected. Serves me right for just skimming the section.

Well, I've got to say that I respect that decision a lot. Stat boosters are practically built-in for most characters, and this make a lot of otherwise unusable items worthwhile.

On the other hand, it does make some formerly balanched/tough choices powerful and easy. Yes, I would like a Circlet of Persuasion & Int +6, and an amulet of natural AC+5 and Con+6 too!
#598

zombiegleemax

Apr 16, 2007 19:40:44
I don't actually like this change. I think it emphasizes magic items over class features too much. I respect the idea that people will not use other magic items in favor of the really common ones (ability boosters, cloaks of resistance, rings of protection and amulets of NA). However I think it is okay if you do something like: cannot add more than one of the bonuses on that table to an item (without paying extra as per DMG). I don't so much have an issue with a healing belt that does +str as I do with an amulet that does +con and +NA. Though I suppose this is quite nice from an optimizing viewpoint.
#599

kilroo

Apr 16, 2007 20:05:06
For the Ring of the Darkhidden, it depends on how your DM plays it-- I know I treat that as standard invisibility myself. So as soon as you attack it drops and you have to redon the ring to reactivate it.

Perfectly reasonable as long as the description of the item says "as the spell" or refers to invisibility in italics, I suppose. Not really too unreasonable if that's not the case, either.
#600

Balthanon

Apr 16, 2007 20:28:44
Perfectly reasonable as long as the description of the item says "as the spell" or refers to invisibility in italics, I suppose. Not really too unreasonable if that's not the case, either.

Truthfully, even with that, that is an immense saving over a ring of invisibility-- it's not going to work in all cases, but its probably worthwhile for the cost almost as soon as it can be afforded.
#601

nijineko

Apr 27, 2007 18:18:41
my personal favorite are the Pearls of Power (dmg). designed for wizards, but useful for any arcane caster type, they will restore a single spell cast already that day, once a day, for only 1000gp. great for those 1st level spells you need more than once, but don't want to memorize/use slot on more than once per day! pearls for higher level spells exist, but are more expensive. as an extra bonus, these don't take up an item slot. =D

[INDENT]I grimaced against the pain and exauhstion. I had just blasted that smirking shrike with every last bit of power I, Gewayeth, had left. But he was still standing! The bitterness of defeat tasted sour in my mouth. He was out of tricks, I was out of power. This mage duel was going to be declared a double loss! I was counting on winning this round. I can't afford to be eliminated from the contest at this point. Something bumped into my hand, and I reflexively grabbed. The hard surface of the pearl on it's bit of chain felt smooth in my hand. Janeda had given me it, wishing me luck. Suddenly, a bit of power tingled into me, running up my arm, making the hair stand up on my neck, and popped in my head. The last spell I had just cast became clear again in my head. A sudden grin clenched my jaw; I knew that I was going to win. I would have to do something very nice for Janeda....[/INDENT]

suddenly, i think my arcane caster won't mind wearing a string of pearls.... :D

for the more spontaneous casters, there is an even more useful item, which when combined with a particular feat, it becomes scary....

Memento Magica (races of dragon, magic item compendium) are bits of amethyst crystal which restore a single spell slot, once a day! only 1500 apiece, (1st level spell slot) for this nice little item. again, they don't take up an item slot, so you can carry as many as you can afford. now just have your spontaneous arcane caster take the Versatile Spellcaster (races of dragon) feat for some real fireworks! basically, it allows you to take to spell slots of the same level and combine them to make one spell slot of the next level up. (you have to actually be able to cast this level of spells, of course...) combine this with a bunch of memento magicas, and you have cheap extra 1st AND 2nd level slots!!!!



[INDENT]I started at the grinding sound, and looked around until i realized that is was my own teeth. Going to lose it here, Hyptan, unless you start using your head. I sighed. I hesitated to think what my master would think of me if he caught me talking to myself. I wasn't sensitive enough to detect if he was scrying on me yet, so for all I knew, he could be spying on me right now. I bent my head to the task before me. How did he reasonably expect me to enchant this stupid piece of rope when he had run me into the ground with all his previous tests! I suppressed the rebellious thoughts. I gathered my power together again, and yet again, it was not enough. I started to release it and then paused. What if I.... I let the collected power flow down and cup into one of my hands. I held it there and rested a bit. Then I pretended that I didn't have the ball of power in my one hand, and summoned up some more will. Gathering this power in my other hand, I felt them both. I could only call so much power, being as tired as I was... but if I combined these two bits of power! Ahah! The spell finally took and the rope rose into the air. Let my master see this![/INDENT]
#602

the_taken

Apr 27, 2007 23:19:09
Combine this with an infinite GP system based on casting certain spells and you now have an infinity2 GP system. Devious...
#603

friendlyfrog

Apr 29, 2007 6:17:54
my personal favorite are the Pearls of Power (dmg). designed for wizards, but useful for any arcane caster type, they will restore a single spell cast already that day, once a day, for only 1000gp. great for those 1st level spells you need more than once, but don't want to memorize/use slot on more than once per day! pearls for higher level spells exist, but are more expensive. as an extra bonus, these don't take up an item slot. =D

Actually, they work for anyone who prepares spells. Wizards, Druids and Clerics can all benefit from these. I usually try to buy at least one of each level for my casters (at least once the higher level ones become affordable), and at higher levels tend to have multiple of the lower level ones.
#604

pummage

May 12, 2007 9:24:36
Incense of Meditation - prepare all spells as if affected by the maximise spell feat, doesn't affect spell slots - 4,900Gp
Combined with a Bedroll from Complete Mage - 8 hours meditating and 2 hours sleeping and all your Divine Spells are maximized for the next 24 hours.
#605

caelic

May 20, 2007 9:38:54
Lots to update here, but here's a little toy from MiC I haven't seen mentioned yet...and, frankly, I'm surprised.

The Reliquary Holy Symbol costs 1,000 gp, and gives up to three extra uses of Turn Undead per day. For most divine metamagic clerics, it'll be two--which breaks down to 500 gp per extra turning, as compared to 1,875 gp per extra attempt for a Nightstick.
#606

ogs-remix

May 21, 2007 22:04:57
I dunno if anyone else mentioned this, but also from the MiC is:

+1 Bonus, Ghost Strike weapon enhancement

Ghost touch weapon & treats undead as living creatures for sneak attack/crit hits.

Ghost touch is +1 already, but getting sneak attack/crits is just icing on the cake for undead heavy campaigns.
#607

ninjadebugger

May 21, 2007 22:16:09
I dunno if anyone else mentioned this, but also from the MiC is:

+1 Bonus, Ghost Strike weapon enhancement

Ghost touch weapon & treats undead as living creatures for sneak attack/crit hits.

Ghost touch is +1 already, but getting sneak attack/crits is just icing on the cake for undead heavy campaigns.

RTFM. Ghost Strike is a Synergy property. You have to have Ghost Touch to get it in the first place, for a total of +2. It's the same price it's always been.
#608

inkubus

May 22, 2007 11:06:20
I hope this hasn't been posted yet but the (unbonded) sunsword from Expedition to Ravenloft is a real bargain. You get a +1 bastard sword made from glassteel which you can wield with short sword proficiency and which can detect undead within 30 ft. radius for a only 3000 gp. Any TWF character should get two of those...
#609

alienfrombeyond

May 25, 2007 16:54:22
Since I just got MIC, I'm going to make some corrections. A great many items listed currently have had their prices or effects changed. Here goes:

Mantle of Second Chances is now 12k. Uses an Immediate mental action.

Blindfold of True Darkness now only gives 30' blindsight. Same price.

Hat of Anonymity only gives +5 hide, but got reduced to 12,500 gold. Continuous non-detection remains.

Headband of Conscious Effort is now only 2k to use Concentration in place of a Fort save once a day. Requires Immediate mental action to active though.

Monocle of Perusal is 6.5k, and the Identify can be done 3 times a day, using only a standard action. +5 appraisal remains the same.

Holy Surge is now a +1 Synergy with Holy, but now can be used for Cha mod + 1 times per day and does 3d6 damage. Activating it requires a Swift action.

Blurstrike now functions 10 times a day and is activated as a Swift action. Still +2 bonus.

Bow of the Wintermoon is now a +1 composite longbow for 3,400 that auto-adjusts the pull to user strength as long as you're CG, NG, or CN. Relic power gives it Frost and Draw Bane if you worship Elf deity guy, requiring a 5th level divine spell slot or 9 HD and the True Believer feat.

Eager is a +1 bonus and the +2 initiative now only functions when wielded. Retains free quick draw, and also gets +2 damage during surprise rounds and the 1st round of combat.

Magebane now only works against spellcaster and invokers, not against creatures with spell-like abilities.

Parrying is now a +2 bonus. The rest is the same.

Souldrinking is now a +1 Synergy with Enervating. In addition to Enervating properties, on a crit gives +5 temp hp and +2 morale bonus on damage. I feel I should make another note in regards to this. The Enervating property is a +2 bonus that gives a negative level on striking that fades after 1 hour. Applying the +1 Soulbreaker Synergy property makes these levels last 24 hours, forcing a DC 18Fort save to avoid losing actual levels.

There is no Sudden Stunning in MIC, but there is a Stunning Surge. Differences between the two are as follows: Stunning Surge is a +1 bonus, Sudden Stunning is +2k. Stunning Surge forces a Fort save, Sudden Stunning a Ref save. Stunning Surge stuns for 1 round, Sudden Stunning is for 1d4+1 rounds. Finally, Stunning Surge is usable Cha mod + 1 times per day, while Sudden Stunning is only Cha mod times a day. It's pretty obvious that Stunning Surge is supposed to replace Sudden Stunning, but they are technically different properties due to name. Won't fly by any sane DM though.

Mobility property is a +1 bonus, and can only be applied to light armor.

I believe Twilight is the same at a +1 bonus to reduce ASF by 10%.

Eternal Wands are in MIC, making them non-campaign specific. Function 2 times a day, and prices are as follows: level 0 is 460, level 1 is 820, level 2 is 4,420, and level 3 is 10,900.

Survival Pouch is 3,300 gold and can be used 5 times per day to draw an item. The following items last for 8 hours: Rations for a Medium creature for a day. 2 gallons of water in a waterskin. Tent and 2 bedrolls for Medium creatures. 50 foot hemp rope. Shovel. 2 foot square campfire, can be split into 8 torches each lasting an hour and reducing burn time of campfire by an hour. Mule with bit, briddle, saddle, and saddlebags (treat as summoned creature but will not fight). And finally, and composite shortbow (+1 Str) and 20 arrows.

*whew* That was a lot to get through, but it needed to be done. Here are some suggestions of mine that I think should be considered. All are from the MIC:
Gloves of Fortunate Striking (pg. 105) - 2k to reroll an attack roll once per day.

Enervating (pg 34) - 1 negative level on striking that lasts for 1 hour, +2 bonus. Splitting Souldrinking into a base property and Synergy properties has made it far better IMO.

Bloodstone (pg 29) - Spellstoring property for +1 bonus, but only stores Vampiric Touch. As a benefit, it is automatically Empowered as the metamagic feat.

Charging (pg 31) - +1 bonus that gives +2d6 damage on charges.

Cursespewing (pg 31) - +3 bonus, imposes -4 pnealty to attack rolls, skill checks, saving throws, and ability checks when you crit. There is no save against this, it lasts for 1 minute, and it doesn't stack.

Divine Wrath (pg 33) - +1 bonus, puts Disruption to shame IMO. Swift action spend a Turn Undead to get Cha mod * 1d6 extra damage on next strike if it's against an undead. Can be put on any weapon.

Ethereal Reaver (pg 34) - +3 bonus. Acts as Ghost Touch and gives you constant See Invisibility. Not too sure if it's good, but I felt it was worth mentioning at least.

Everbright (pg 34) - +2k bonus. Twice per day all creatures within 20 feet of you are blinded (DC 14 Ref save negates). Also renders weapon immune to acid and rusting.

Force (pg 35) - +2 bonus for proectile weapons. Makes all ammunition shot force damage, which means no miss chance against incorporeal being and bypasses DR.

Hunting - This is more of a warning. This used to double your Favored Enemy bonus on damage, now it just increases it by 4.

Hideaway (pg 36) - +2k bonus. Swift action turns weapon into bundle 2 sizes smaller. +2 bonus on Sleight of Hand to hide like a dagger. Swift action changes it back.

Impedance (pg 37) - +2 bonus. Anyone struck is affected by the impeded magic trait (like on some planes) for 1d6 rounds. This means to use a spell or spell-like ability, they must do a Spellcraft, Charisma, or Intelligence check (whichever is highest) against DC 15 + Spell level to cast.

Lucky (pg 38) - +1 bonus. Any weapon, and lets you reroll a failed attack roll once per day. Technically, I think you could load up on Lucky arrows, as it doesn't say you have to wield the weapon to use the ability. Also is used as a Free action, and can be used to reroll rerolls (unlike Mantle of Second Chances).

Metalline - Another warning. Can only turn into Adamantine, Cold Iron, Alchemical Silver, or plain steel. Still +2 bonus.

Maiming - Warning, this got a major change. Instead of making your crits do 1d multiplierx2(x2 becomes 1d4, etc.), it now does multiplier -1 d6 extra damage on crits for +1 bonus.

Mighty Smiting (pg 39) - +1 bonus. This is awesome for smiters. Gives you an extra smite per day (you choose which one if you have multiple), and you get +2 to hit and damage whenever you smite.

Slow Burst (pg 43) - Unlike other bursts, this is a +5k bonus instead of a + bonus. On a crit opponent makes Will save DC 14 or be slowed for 3 rounds. Works against crit immune enemies.

Weakening (pg 46) - +1 bonus. On a crit, opponent gets -4 penalty to Str (min 1) for 10 minutes, no save. Doesn't stack with itself, but it isn't listed as ability drain or damage, so it works against everything. Kind of like a mini-Cursespewing in a way.

Bow of Songs (pg 48) - 12,330 for a +1 shortbow that lets you burn a Bardic Music with a Swift action that gives you Cha mod to hit and damage on your next shot.

Crystal Echoblade (pg 49) - 4,310 +1 longsword that adds 1/2 Bard level to damage while using Bardic Music.

Galeb Duhr Hammer (pg 52) - 5,312 +1 warhammer. If you have Stonecunning and crit someone on the ground, their speed is reduced to 5 feet and they take a -2 penalty to AC and attack rolls.

Mace of the Dark Children (pg 53) - 8,012 +1 adamantine heavy mace that gives +3 Profane bonus of Rebuking and you treat yourself as 2 levels higher to determine how much HD of undead you rebuke.

The Quarterstaff of Battle (pg 54) is interesting because it implies that having multiple Speed weapons does in fact stack. This is because one of its abilities is that once per day for 5 rounds both ends of the staff get Speed.

Raptor Arrow (pg 56) - 6,006 +1 arrow (yikes!). All is not lost though, as unlike other arrows it is not destroyed when used, and in fact returns to you at the beginning of your next round, ready to be used again. Must be NG, CG, LG, or TN for it to work. In addition, the relic power gives the Bane property against whatever you're shooting the arrow against. Gotta worship Ehlonna and either sacrifice a 4th level spell slot or have the True Believer feat (no minimum HD requirement).

Rod of Defiance (pg 56) - 7,312 +1 heavy mace. All undead within 30 feet of you are considered to have 4 less HD against turning/rebuking. In essence, -4 Turn Resistance to all undead within 30 feet.

Ruby Blade (pg 58) - 20,032 +1 axiomatic dagger if LE, LG, LN, or TN. Relic power of being 4 levels higher for bolstering, rebuking, and commanding undead. Can do Status once per day. Must worship Wee Jas and sacrifice 6th level divine spell slot or True Believer feat with 11 HD.

Okay, I'm going to stop here. Latter I'll probably look to see if any new armor stuff is worth it, and start working through the clothing/tools/sets sections. Do note that I'm not saying these should automatically go into BBB, but rather should be looked at either because I think they're good, or because they provide unique benefits that are hard or impossible to get any other way.
#610

mr._dog

May 30, 2007 17:02:48
From the Magic Item Compendium, page 183-184.
SCROLLS OF UNCERTAIN PROVENANCE [RELIC]
Price: 8,000 gp

As long as you possess scrolls of uncertain provenance, you gain a +5 competence bonus on Knowledge checks, provided that you are lawful neutral, lawful evil, lawful good, or neutral.

There's also a relic ability, but meh. This is the important bit for archivists.

_________________________________________
RUNESTAFF OF POWER
Price: 38,300 gp

A runestaff of power allows you to cast any of the following spells (each once
per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
  • cone of cold
  • continual flame
  • fireball
  • globe of invulnerability
  • hold monster
  • levitate
  • lightning bolt
  • magic missile
  • ray of enfeeblement
  • wall of force (in a 5-foot-radius hemi*sphere around the wielder only)

In addition, a runestaff of power functions as a +2/masterwork quarterstaff and grants you a +2 luck bonus to AC and on saves as long as it is held.

(here's the good bit)
As a swift action, you can expend a 1st-level arcane spell or spell slot while holding a runestaff of power to activate a smite ability. Until the start of your next turn, all melee attacks made with the runestaff of power deal double damage (or triple damage on a critical hit).

If you aren't attuned to a runestaff of power (see page 224 for details on attunement), its enhancement bonus remains, but all its other abilities are unavailable to you.

_______________________________________________

Double damage for all the attacks you make in a round for a swift action and a 1st level spell slot?

Sign me up. :D
#611

alienfrombeyond

May 30, 2007 18:05:22
And since quarterstaves are monk weapons... Decisive Strike anyone?
#612

seeker_of_truth_02

Jun 10, 2007 11:37:02
Pearl Of the Waves (CC) 225gp - Quicken all your water spells for just 225gp. Druids were tough before when they couldn't thrown quickened drown or mass drown this easilly.

Unicorn Horn (CC) 190gp - Cast your cure spells at range.

Improved Holy Symbol - various (CC) 100gp - These should be considered for any caster, (arcane too). For the low low price of 100gp you can get some very nice bonuses like +1 CL on all spells of a school or +1 DC on all spells in a school.

Ring of the Beast (CC) 8000gp - Bumps all your SNA spells up one rank as long as you could cast the higher spell. (i.e. SNA VI becomes SNA VII for free).
#613

kilo24

Jun 11, 2007 0:39:21
Magic Item Compendium pg 326: Shirt of Wraith Stalking.

6,000 GP for a Hide from Undead at will that works on intelligent undead without a save. They've complete inability to perceive you as long as you don't attack.
#614

the_mad_linguist

Jun 11, 2007 9:18:02
Great for DMM cheesers...
Sword of Crypts (Arms and Equipment Guide, 42,315gp)

+2 Holy Longsword that gives 1 extra turn attempt each day, and for clerics of Meredros adds +2 to turning damage
#615

jamven_the_fighter

Jun 11, 2007 11:51:16
That's terrible for "DMM Cheesers."

Fourty two thousand GP for one extra turn attempt? Can't you get like five nightsticks for that price?
#616

the_mad_linguist

Jun 11, 2007 12:12:46
That's terrible for "DMM Cheesers."

Fourty two thousand GP for one extra turn attempt? Can't you get like five nightsticks for that price?

A lot of Dms rule that nightsticks don't stack. And if you're doing DMM you're probably doing a lot of melee combat, so it's a nifty sword anyway.
#617

seeker_of_truth_02

Jun 11, 2007 12:19:33
Still even if you wanted exactly a +2 Hioly Longsword that's only 32k, so you're spending 10k for 1 turning attempt. That certainly doesn't qualify as "a steal" imo. I'm not sayng that some characters might want this item, but I don't think it's a big enough bargain for this thread.
#618

zombiegleemax

Jun 12, 2007 22:31:11
Caelic, here is some info for you to update your original post if your interested. I have included your departments to help you find it easier. Most of the info is just the book and the cost but some need descriptions which I made up for you.

Necklaces, Collars, and Amulets
Antimagic Torc (Und 73) 25,000 gp
Deathglance Locket (Dragon Compendium 134) 3,860gp

Hats, Headbands, and Caps
Headband of Conscious Effort (MIC 109) 2,000gp

Masks, Goggles, and Blindfolds
Monocle of Perusal (MIC 117) 6,500gp

Weapons and other Pointy Things
Eager (A&EG 96) +2 Bonus
Furious (OA 125) +2 Bonus – Increase to stats that you get from raging while wielding the weapon.
Magebane (CAr 143) +1 Bonus – When wielded against a caster, +2 extra enhancement and +2d6 dmg.
Souldrinking (BoVD 112) +4 Bonus – Weapon bestows a negative level when it does damage. Extra goodies when you critical hit.
Sunsword – I think you should remove this from the list as the only special part about it is it can defeat Lord Strahd.

Armor and Shields
Soulfire (BoED 112) +4 Bonus – Immune to death spells, magical death effects, energy drain, and any negative energy effects.

Wands, Staves, and Rods
Eternal Wand (MIC 159) Cost Varies 460-10,900gp – Lets you use a 0-3rd lvl spell twice a day.
Wand of Flame Blade (PH 231 for spell) 4,500gp – Flaming Scimitar in your hands uses melee touch attacks when you attack.
Wand of Lesser Vigor (SC 229 for spell)
#619

seeker_of_truth_02

Jun 12, 2007 22:36:39

Antimagic Torc (Und 73) 25,00 gp

Hats, Headbands, and Caps
Headband of Conscious Effort (Complete Adventurer 133) 4,000gp

I think you make a typo on the price of the torc and the headband of concious effort was updated in MIC and only costs 2000gp.
#620

zombiegleemax

Jun 12, 2007 23:05:42
I think you make a typo on the price of the torc and the headband of concious effort was updated in MIC and only costs 2000gp.

Yup good catch. fixed it above. thanks
#621

deathmond

Jun 12, 2007 23:24:49
2,00gp Now you need to fix that :D
#622

dead_radish

Jun 13, 2007 11:09:50
Magebane (CAr 143) +1 Bonus – When wielded against a caster, +2 extra enhancement and +2d6 dmg.

Magebane is so much more than that, though.

I'm pretty sure it also affects creatures that have SLAs, doesn't it?

Edit: Yup. Here's what I have for the text:

"Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities...."

That's pretty much everything over CR 6 that isn't a pure melee beast.
#623

womblehunter

Jun 13, 2007 11:12:01
Used to - it now (as of the MIC) affects arcane spellcasters and invokers (ie, Warlocks and Dragonfire Adepts) only.
#624

rhonin_the_big

Jun 13, 2007 11:52:39
Magebane is so much more than that, though.

I'm pretty sure it also affects creatures that have SLAs, doesn't it?

Edit: Yup. Here's what I have for the text:

"Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities...."

That's pretty much everything over CR 6 that isn't a pure melee beast.

What I love about magebane is that no ill effects are specified if an arcane spellcaster wields a magebane weapon (unlike psibane which grants negative levels to a psychic creature who wields it), which makes it a great enhancement for warlocks, artificers and even certain gishes.
#625

cyrocloud

Jun 13, 2007 12:01:31
What I love about magebane is that no ill effects are specified if an arcane spellcaster wields a magebane weapon (unlike psibane which grants negative levels to a psychic creature who wields it), which makes it a great enhancement for warlocks, artificers and even certain gishes.

sorry just a little pet peave but artificers are not arcane not that it makes much of a difference in this situation.
#626

midgard_in_ruin

Jun 13, 2007 12:14:57
Magebane is so much more than that, though.

I'm pretty sure it also affects creatures that have SLAs, doesn't it?

Edit: Yup. Here's what I have for the text:

"Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities...."

That's pretty much everything over CR 6 that isn't a pure melee beast.

Errata'd in the magic item compendium.

"Against any creature that can cast arcane spells or use invocations (CAr 7), a magebane weapon's enhancement bonus is 2 higher than normal. (Thus, a +1 longsword with..."

It's now casters, dragons, and warlocks only really. Definitely not the super enhancement it once was but still a very good choice and well worth mention.
#627

prime361

Jun 19, 2007 14:54:50
Which Book is MiC? You have the reliquary holy symbol as from it and I dont know what book that is, Magic of Incarnum maybe? I looked there and cant find it.
#628

Tempest_Stormwind

Jun 19, 2007 14:59:47
Which Book is MiC? You have the reliquary holy symbol as from it and I dont know what book that is, Magic of Incarnum maybe? I looked there and cant find it.

Magic Item Compendium.

Mind you, the MiC is like a big department store. Bunko's deals only in quality goods. You'll find some overlap, but Bunko's ignores the drivel.
#629

pathanus

Jun 19, 2007 18:03:28
preemptive apologies if mentioned previously

Weapon: Transmuting (+2) use with Combat Brute Momentum Swing to Power Attack and punch through any DR (non-epic) in round 2, especially if you can touch attack in the charge round

Arms:
Counterstrike Bracers: immediate action activation, best for high ac or concealment/blink users
Greatreach Bracers: cheap reach of more than just 5 feet

Hands:
Gloves of Fortunate Striking: Super cheap cost for reroll, especially if Power Attacking in large amounts

Head:
Circlet of Mages: Like Pearl of Power (slotted) but less expensive

Throat:
Heartseeking Amulet: inexpensive touch attacks
Vampire Torc: easy healing for melee damage dealers, use on helpless ally summoned monsters in a pinch?
#630

surreal

Jun 19, 2007 18:18:23
http://www.wizards.com/default.asp?x=dnd/ex/20070618a&page=4
The Inspiration enhancement at the bottom is 11k, but it doubles the range of all your beneficial auras. This is a must have for any marshal/dragon shaman/etc type class.
#631

caelic

Jun 19, 2007 19:07:17
Magic Item Compendium.

Mind you, the MiC is like a big department store. Bunko's deals only in quality goods. You'll find some overlap, but Bunko's ignores the drivel.

"There you have it, folks! You just can't buy better testimonials than that! (No matter how hard you try...)"

Bunko quietly passes Tempest a largish sack of gold.
#632

caelic

Jun 19, 2007 19:11:01
Sunsword – I think you should remove this from the list as the only special part about it is it can defeat Lord Strahd.

Nah. It's there because the base Sunsword--which can apparently be crafted--is dirt cheap and has the nifty counts-as-a-shortsword-when-it's-convenient ability, making it a great off-hand weapon for TWF characters.

I'll go ahead and add those items to the main list.
#633

dead_radish

Jun 19, 2007 20:41:20
preemptive apologies if mentioned previously

Head:
Circlet of Mages: Like Pearl of Power (slotted) but less expensive

Also more flexible. You get three charges, and you can burn one for 1s6, two for 2nd, or three for 3rd. It's pretty nifty.
#634

ChristopherGroves

Jun 19, 2007 20:54:09
http://www.wizards.com/default.asp?x=dnd/ex/20070618a&page=4
The Inspiration enhancement at the bottom is 11k, but it doubles the range of all your beneficial auras. This is a must have for any marshal/dragon shaman/etc type class.

That can be pretty spiffy. Sweet.
#635

prime361

Jun 20, 2007 2:14:01
Magic Item Compendium.

Mind you, the MiC is like a big department store. Bunko's deals only in quality goods. You'll find some overlap, but Bunko's ignores the drivel.

Thanks a ton, I have to have copies of the books I get items out of for proof to the GM. Otherwise no nice gear for me :-(
#636

pryor

Jun 20, 2007 7:17:49
What do folks think of the Enduring Amulet (MIC, p. 97) with its constant endure elements effect, and the ability to spend charges as an immediate action to gain Fire and Cold resistance 10-20 for the round, all for 1,500 ducats? It's only 500 gp more than the Cloak of Elemental Resistance and can offer that Resist Energy (Fire and Cold) 3 times per day if you only want RE 10 with each pop...

Is this a bargain worthy of Bunko's?
#637

Omen_of_Peace

Jun 21, 2007 15:27:40
There is a Mantle of the Beast I spotted in my friend's Complete Champion : Wildshape as a swift action and +1 enhancement to natural weapons, but I can't remember the price - I thought I'd mention it anyway.
#638

dead_radish

Jun 22, 2007 9:40:46
"There you have it, folks! You just can't buy better testimonials than that! (No matter how hard you try...)"

Bunko quietly passes Tempest a largish sack of gold.

Uh, yes, yes you can.

I can send you my price list.

I'm having a special on "I'd sell my wife and kids before I'd sell anything I bought at Bunko's!" this week.
#639

surreal

Jun 22, 2007 14:41:23
I'd mentioned this in the Fighter Handbook, but the Clockwork Steed (MM4) is a fantastic buy at low levels. It's a strong mount/pack mule for only 2150gp, has 6hd (which you can't improve unfortunately), and the upgrades are dirt cheap. Where else can you buy a permanent feat for your mount for a couple hundred gp? The fully upgraded mount costs less than 4k gp and can serve you well until level 10 or so. After that, just PaO it into something silly.
#640

siglorel

Jun 22, 2007 18:00:45
RE:
Spell Storing (+1 enchantment) Magical Hypodermics: 50 tiny arrows +1 storing can hold buffs or healing spells of third level or below. 160gp per arrow.

I'd thought that this was not a power you could add to ammunition - any citation of proof it is?

Also - If you're doing it as a medical kit then alchemical silver is -1 to damage :-)

Cheers
#641

zombiegleemax

Jun 22, 2007 18:33:03
I'm surprised that the Heartening shield ability (from the Expanded Psionics Handbook) hasn't been put on the list. 720 gp for 5 temp HP that is activated as an immediate action and lasts for 4 minutes, 1/day? Yes please!

And because it's so cheap, you can have multiple shields with this ability. Switch out Masterwork Heartening bucklers throughout the day for +1 to AC, no ACP, and 5 temporary hit points in every battle.
#642

CubeKnight

Jun 22, 2007 19:39:43
I'm surprised that the Heartening shield ability (from the Expanded Psionics Handbook) hasn't been put on the list. 720 gp for 5 temp HP that is activated as an immediate action and lasts for 4 minutes, 1/day? Yes please!

And because it's so cheap, you can have multiple shields with this ability. Switch out Masterwork Heartening bucklers throughout the day for +1 to AC, no ACP, and 5 temporary hit points in every battle.

Except that a weapon/armor/shield has to be magical to be enchanted, so it'd be a +1 Heartening Buckler, for 1,720 gp.
#643

the_mad_linguist

Jun 22, 2007 20:43:36
If you're in a campaign where getting captured/losing your equipment is a problem, get an adamantine cursed sword-2 for your wizard. Outside of combat it's a nice adamantine sword, which you can use to carve your way out of prison or whatever. In combat, you're a freaking wizard, so it's not like you were planning on doing a lot of damage with a physical weapon anyway.

In an AMF (one of the few times casting won't work) it's just a mundane masterwork adamantine sword, which is just as good as anyone else has.
#644

the_taken

Jun 24, 2007 10:30:22
RE:Spell Storing

I'd thought that this was not a power you could add to ammunition - any citation of proof it is?

Also - If you're doing it as a medical kit then alchemical silver is -1 to damage :-)

Cheers

As a rule, other rules are first defined by their text block, overruling anything that appears in tables. The spell storing enhancement appears in the tables for melee weapons, but the enhancement entry in the paragraph does not state that the enhancement can only be applied to melee weapons. It can be applied to ranged weapons and ammunition.
The tables are there to facilitate random treasure generation.
#645

rashomon

Jun 24, 2007 10:51:30
If you're in a campaign where getting captured/losing your equipment is a problem, get an adamantine cursed sword-2 for your wizard. Outside of combat it's a nice adamantine sword, which you can use to carve your way out of prison or whatever. In combat, you're a freaking wizard, so it's not like you were planning on doing a lot of damage with a physical weapon anyway.

In an AMF (one of the few times casting won't work) it's just a mundane masterwork adamantine sword, which is just as good as anyone else has.

Or you could just get a vanilla adamantine weapon and not have to pay extra for the -2 enchantment...
#646

ninjadebugger

Jun 24, 2007 10:58:52
Or you could just get a vanilla adamantine weapon and not have to pay extra for the -2 enchantment...

Read the preface. The point is that the DM cannot effectively take it away from you, since a cursed weapon will always come back as soon as you try to attack someone. That means you will, short of an antimagic field, always have a way to get an adamantine weapon to cut yourself free.
#647

caelic

Jun 24, 2007 11:11:47
As a rule, other rules are first defined by their text block, overruling anything that appears in tables. The spell storing enhancement appears in the tables for melee weapons, but the enhancement entry in the paragraph does not state that the enhancement can only be applied to melee weapons. It can be applied to ranged weapons and ammunition.
The tables are there to facilitate random treasure generation.

In fairness, this is an interpretation. If there's a conflict, text trumps table. If the table says "Ranged weapons only" and the text does not say "Ranged weapons only," that is not a conflict. If the table says, "Ranged weapons only" and the text says "Ranged or melee weapons," that's a conflict.

In this particular case, it's a bit murkier, since the charts do not, in fact, explicitly say that those abilities can only be applied to ranged weapons.

There's also the question of whether a character can be said to be the "wielder" of an arrow he's already fired; again, this comes down to interpretation on the part of the DM.

On the other hand, accepting the notion that enhancements which appear on one table or the other only can be applied to both types of weapons if the text doesn't explicitly prohibit it leads to a number of ridiculous outcomes. ("I have a quiver of Defending arrows! I'm adding the attack bonus from all of them to my AC for the round!")

Ultimately, this isn't an issue of RAW, but of DM ruling.
#648

friendlyfrog

Jun 24, 2007 16:31:48
I just got Forge of War, and there are two very promising items in the War Regalia of Galifar set.

Crown of Cyre seems like a pretty damn good bargain at 40,000 gp. It's a helmet that allows you to project three different 30 ft. radius auras, but only one at a time (switching between them is a swift action): Galifar's might gives you and all allies +3 morale bonus to damage rolls, Royal presence gives you and all allies +3 morale bonus to Bluff, Diplomancy and Indimitation checks, and Cyran vigor gives you and all allies fast healing 3 when you're at or below one-half your hit points.

That last ability makes Dragon shamans pretty much useless! Their best class feature can now be bought by anyone who has 40,000 gp.

Greaves of Aundair give a +10 enhancement bonus to your speed, and in addition allow you to three times per day take a move action as an immediate action, though you'll ne dazed for one round after it. It occupies the feet slot, and has an amazingly low cost of only 5,000 gp!
#649

caelic

Jun 24, 2007 18:22:11
Take a look at the Intercepting ability on page 120, Friendly. Not bad at all for a +1 ability, wouldn't you say?
#650

friendlyfrog

Jun 24, 2007 18:41:45
Yeah, I heard about it first in the thread you posted the other day. I can't believe that anyone with any knowledge of the game has proofread it. It's pretty damn good even without that extra attack wonkiness, and should be equivalent to +2 or +3 enhancement if you ask me.
#651

zombiegleemax

Jun 24, 2007 21:53:46
Ethereal Reaver (pg 34) - +3 bonus. Acts as Ghost Touch and gives you constant See Invisibility. Not too sure if it's good, but I felt it was worth mentioning at least.

quick question... The "etheral reaver" used to be a +2 sword first appearing in complete psionics... it was significantly more than ghost strike, and ost a flat 20k+.. not a bonus... that incarnation ofthe reaver allowed a material plane- combatant attack an oponent on the etheral plane if he could see the oponent... othewise, he's just attacking blindly.
A combatant on the etheral plane could attack someone on the material plane... which is freakin' sweet if yer a rogue under the influence of an etheral jaunt.... nearly unstoppable SA damage against virtually the entire planet? okay.

So does this new incarnation at +3 trump the Complete Psi version... and does the +3 reaver prperty really just duplicate ghost touch and give see invisible, or does it also cros the etheral barrier instaed of simply damage incorporeal oponents?
#652

surreal

Jun 24, 2007 22:06:05
Ick yeah, I really hate the new Ethereal Reaver. In my opinion, it's a completely different weapon (though I may be slightly biased towards that as it's currently my character's primary weapon; though I haven't actually used it yet...)
#653

chinoquezada

Jun 25, 2007 23:58:30
Take a look at the Intercepting ability on page 120, Friendly. Not bad at all for a +1 ability, wouldn't you say?

OMG...

Intercepting (+1) : This weapon adds one extra attack in a round....


What were they thinking...?
#654

logicninja

Jun 26, 2007 0:03:03
OMG...

Intercepting (+1) : This weapon adds one extra attack in a round....


What were they thinking...?

I think they were thinking that that extra attack could only be used to "intercept" charges &etc.
#655

zombiegleemax

Jun 26, 2007 0:48:48
Except that a weapon/armor/shield has to be magical to be enchanted, so it'd be a +1 Heartening Buckler, for 1,720 gp.

Ack, and I of course miss the obvious. Still, it's an amazing ability for the price.
#656

chinoquezada

Jun 27, 2007 1:29:19
I think they were thinking that that extra attack could only be used to "intercept" charges &etc.

Well, they should have worded it differently. Many (MANY) will understand it as if the weapon gives you an extra attack and ALSO grants the charge intercepting thing.
#657

zombiegleemax

Jun 27, 2007 9:59:16
Gauntlets of War, CC p. 139: 4,00gp; +3 damage with deity's favored weapon if it grants access to War domain. Go go Ordained Champions!
#658

caelic

Jun 27, 2007 10:17:32
Gauntlets of War, CC p. 139: 4,00gp; +3 damage with deity's favored weapon if it grants access to War domain. Go go Ordained Champions!

Already in the main list.
#659

zombiegleemax

Jun 27, 2007 19:54:27
Already in the main list.

I had't seen the updated list. Well, I tried ;)
#660

grim_sage

Jun 27, 2007 20:13:33
From Drow of the Underdark:
Bracers of Murder are a steal at 8000 gp. Bonus to hit & damage against flat-footed targets, +2 death attack DC and reroll 1s on sneak attacks? Yes please!
Also, the Toxic weapon enhancement (+1), also from DotU, effectively doubles any poison effectiveness. If you use poison, it's a must.

I'm still partial to the Barbs of Retribution from MIC, btw. There's nothing like ruining an opponent's happiness over a high-rolling save by saying "Nope. Try again." Even if it only is one a day.
Plus, they're cheap (4500 gp).
#661

seeker_of_truth_02

Jun 27, 2007 20:18:10
Was just re-looking as some of the items that made the list and noticed that the Belt of Magnificence +2 and +4 are still on the list. Since the MIC essentially made all stat items not take up a slot anymore, the +2 and +4 version are just overpriced these days.
#662

friendlyfrog

Jun 28, 2007 7:23:18
I don't remember reading about it (though the thread's not new, and is a little too long to check it out quickly), but what's your attitude towards grafts concerning this thread? They're not magic items per se, so I'm not sure if well priced grafts should be mentioned here.
#663

ninjadebugger

Jun 28, 2007 7:34:39
Was just re-looking as some of the items that made the list and noticed that the Belt of Magnificence +2 and +4 are still on the list. Since the MIC essentially made all stat items not take up a slot anymore, the +2 and +4 version are just overpriced these days.

Not overpriced, just reasonably priced. To a large segment of the adventuring population, it will still be worth it to pack all six statboosts into a single slot (not possible under the MIC rules without taking non-affinity hits) so that you don't have to upgrade every slotted item you get before you can use it.
#664

rhonin_the_big

Jun 28, 2007 10:45:50
Not overpriced, just reasonably priced. To a large segment of the adventuring population, it will still be worth it to pack all six statboosts into a single slot (not possible under the MIC rules without taking non-affinity hits) so that you don't have to upgrade every slotted item you get before you can use it.

Not me, why would I need a +6 enhancement bonus to all stats when my character only needs like 2 or 3 maxed out?
#665

Tempest_Stormwind

Jun 28, 2007 10:50:14
Not me, why would I need a +6 enhancement bonus to all stats when my character only needs like 2 or 3 maxed out?

Because it's magnificent.

...And because some characters have pretty serious MAD and have other demands on their existing item slots.
#666

rhonin_the_big

Jun 28, 2007 14:01:36
I also think a +11 bonus to 2 stats for an extra 92k at higher levels is more magnificent than getting a +6 bonus to my dump stats. Besides, I don't play classes who live in a MAD, MAD, MAD, MAD world.
#667

archerpwr

Jun 28, 2007 14:27:45
I also think a +11 bonus to 2 stats for an extra 92k at higher levels is more magnificent than getting a +6 bonus to my dump stats. Besides, I don't play classes who live in a MAD, MAD, MAD, MAD world.

You never play monks or paladins or paladin monks? Neither do I. Monk is a one level dip and paladin is a 2 level dip.
#668

kirech

Jun 30, 2007 20:07:49
Shirt of the Leech (buried among all those DR 3/* shirts in the MIC) seems to be a ridiculous value at 8k gold, especially for a gish with good Spellcraft. Taking the BBEG's last-ditch Heal spell is just too good to miss. At three uses per day, that can translate into quite a few HPs recovered, as well as shorter fights. Plus it's on the rarely-used shirt slot.

What do you think? There's no denying it's a steal (badum-pish), but does it belong at Bunko's?

Incidentally, a bad guy with a good Bluff score (to play dead) and this item could be very frustrating to the PCs.
#669

surreal

Jul 01, 2007 1:41:00
You never play monks or paladins or paladin monks? Neither do I. Monk is a one level dip and paladin is a 2 level dip.

I actually have a Halfling Paladin 10/Monk 10 build that can grapple a goliath.
#670

rhonin_the_big

Jul 02, 2007 12:42:54
Was just re-looking as some of the items that made the list and noticed that the Belt of Magnificence +2 and +4 are still on the list. Since the MIC essentially made all stat items not take up a slot anymore, the +2 and +4 version are just overpriced these days.

What page on the MiC does this say that? My friend with the book is coming over (I gave him MiC for his birthday, aren't I a great friend?) and I wanna check the RAW.
#671

mr._dog

Jul 02, 2007 13:28:26
What page on the MiC does this say that? My friend with the book is coming over (I gave him MiC for his birthday, aren't I a great friend?) and I wanna check the RAW.

234
#672

logicninja

Jul 02, 2007 13:35:47
I seem to recall seeing mention of an item that gives a bonus to all knowledge checks, but now I can't find it. Can anyone point me at it?
#673

seeker_of_truth_02

Jul 02, 2007 13:41:23
I seem to recall seeing mention of an item that gives a bonus to all knowledge checks, but now I can't find it. Can anyone point me at it?

Scrolls of Uncertain Revenance MIC page 183 what you're looking for?
#674

amazing_triangle

Jul 02, 2007 14:37:13
I just noticed something:

They changed Eager in MIC to +2 but you have to be holding it but it is a free action to draw it [+2 damage in a surprise round for a +1 bonus]. I think Combined +5 insight on Initiative could give a healthy +7 bonus if you draw it as a free action for 18k.
#675

logicninja

Jul 02, 2007 14:40:28
Scrolls of Uncertain Revenance MIC page 183 what you're looking for?

Precisely. Thanks!
#676

aceon

Jul 02, 2007 15:50:32
I just noticed something:

They changed Eager in MIC to +2 but you have to be holding it but it is a free action to draw it [+2 damage in a surprise round for a +1 bonus]. I think Combined +5 insight on Initiative could give a healthy +7 bonus if you draw it as a free action for 18k.

Sorry if I missed this earlier but can you explain the combined +5 insight or +7 insight bonus to initiative?

(currently playing an initiative master...oops! I mean an Iaijutsu Master )
#677

aceon

Jul 02, 2007 15:55:02
I just checked the list on page one of this thread...I did not see Rapid Wrath from Ghostwalk -doubles bearers speed for 11,702 gp slotless so you can have other boots or whatever.

I think that is a steal when compared to the boots of haste.
Especially when you have class based extra movement and elusive target.
#678

amazing_triangle

Jul 02, 2007 16:12:52
Sorry if I missed this earlier but can you explain the combined +5 insight or +7 insight bonus to initiative?

(currently playing an initiative master...oops! I mean an Iaijutsu Master )

The +5 is insight bonus the +2 from eager is untyped = +7 they stack

A free action can be taken at anytime, so draw your weapon +7 initiative
#679

Tempest_Stormwind

Jul 02, 2007 16:15:18
The +5 is insight bonus the +2 from eager is untyped = +7 they stack

A free action can be taken at anytime, so draw your weapon +7 initiative

Free actions cannot be taken when it isn't your action and you roll initiative before any actions are taken.

The exception is if you are NOT taking part in a surprise round (others roll, but not you) -- and in that context, you also aren't allowed to take actions.
#680

friendlyfrog

Jul 02, 2007 16:33:25
Make Eager spiked gauntlets. You "hold" them all the time :D
#681

carnivore

Jul 02, 2007 16:54:05
heres a fun item:

Casting Glove
20000gp
benifit: Functions as Glove of Storing and Allows you to use stored item(Activate or consume) as if you were holding the item. can use Stored item 1/round if possible(for single use items, you can only use them once)

thus you can Store a potion .... later consume it while you are fighting ..... or store a scroll , and later activate it while both hands are full. The best use.... store a Wand or Staff and hold another Staff(or Sword and Shield) thus you can have the versatility of extra power when you need it.

:D
#682

aceon

Jul 03, 2007 10:57:40
I just checked the list on page one of this thread...I did not see Rapid Wrath from Ghostwalk -doubles bearers speed for 11,702 gp slotless so you can have other boots or whatever.

I think that is a steal when compared to the boots of haste.
Especially when you have class based extra movement and elusive target.

Forgot to mention: Rapid Wrath is a +1 mighty cleaving short spear that doubles bearers speed. So it is cheap, has some good stuff and you only need to carry it to gain the benefit, like slung on your back or in a Quiver of Elohna. Or if you want to use it but short spear is not your thing, you could get it enhanced with Morphing a +1 enhancement from Underdark, which will allow the weapon to morph into any other weapon, like say your favorite weapon.
#683

aceon

Jul 03, 2007 11:01:09
I just noticed something:

They changed Eager in MIC to +2 but you have to be holding it but it is a free action to draw it [+2 damage in a surprise round for a +1 bonus]. I think Combined +5 insight on Initiative could give a healthy +7 bonus if you draw it as a free action for 18k.

Right, I still don't know where the +5 insight bonus is coming from. Do you mean +5 tome for Dex? Or in what way are you getting a +5 insight bonus to initiative?

Oops...got it. You must be talking about the +1 enhancement Warning -grants +5 insight bonus to initiative. thanks.
#684

Balthanon

Jul 03, 2007 11:19:55
Forgot to mention: Rapid Wrath is a +1 mighty cleaving short spear that doubles bearers speed. So it is cheap, has some good stuff and you only need to carry it to gain the benefit, like slung on your back or in a Quiver of Elohna. Or if you want to use it but short spear is not your thing, you could get it enhanced with Morphing a +1 enhancement from Underdark, which will allow the weapon to morph into any other weapon, like say your favorite weapon.

Ghostwalk is also 3.0 unfortunately-- multiplying your speed was pretty much eliminated in 3.5 and replaced with straight bonuses. In general, item pricing was made much more strict in 3.5 actually, so anything prior to that is going to need to be taken with a grain of salt.
#685

Tempest_Stormwind

Jul 03, 2007 12:53:07
Ghostwalk is also 3.0 unfortunately-- multiplying your speed was pretty much eliminated in 3.5 and replaced with straight bonuses. In general, item pricing was made much more strict in 3.5 actually, so anything prior to that is going to need to be taken with a grain of salt.

Case in point, the Arms & Equipment Guide. I've used some interesting gear from there only to try to reverse engineer it... and discover that its key abilities cost negative GP, even using 3.0's fast and loose item pricing guidelines (a good example is the Halberd of Vaulting, which was a +2 halberd that boosted Jump and let you deal double damage on vaulting charges. It cost less than a +2 halberd that boosted Jump).
#686

dead_radish

Jul 03, 2007 14:55:14
I'm fairly fond of most of the Burst enhancements from the DMG II - they're all 2k to add, and some do +2d6 elemental damage 1+Con or 1+Cha times a day. Others let you make a bullrush or a few other goodies.
#687

fwib

Jul 03, 2007 14:59:28
I'm fairly fond of most of the Burst enhancements from the DMG II - they're all 2k to add, and some do +2d6 elemental damage 1+Con or 1+Cha times a day. Others let you make a bullrush or a few other goodies.

They got nerfed in MIC, I understand.
#688

widow

Jul 03, 2007 16:41:47
I have not read the whole thread, so hopefully this is not a repost. There are other cheaper options than the mithral chainshirt with twilight.

DMGII Feycrafted armor 500gp
-1 Hardness
-5 Hitpoints
-5% Arcane spell failure

Masters of the wild Thistledown suit 250gp
Increase Armor Check Penality by 1
-5% Arcane Spell Failure

Add this to a chain shirt made out of mithral. The armor check penalty increases to -3 with the thistledown suit, but is completely knocked out by the mithral modes. Also there is a net reduction of arcane spell failure of 20%, removing that completely as well. Final price 1850gp, cheaper than the 5100gp for a mithril chain shirt +1 with twilight. It also knocks off 1.25 lbs from the weight because of the feycrafted.

Feycrafted can similarly be added to a large mithral sheild, leaving it with no check penalities or arcane spell failure. Or added to a mithril breastplate to knock 5% off the arcane spell failure so only 1 twilight enchantment is needed. Both are worth the loss of 1 point of hardness and 5 hp.
#689

friendlyfrog

Jul 04, 2007 1:35:13
More goodies from MIC!

At 13,000 gp, Cannith goggles looks like a great item for any Artificer that doesn't have racial darkvision. Just wearing them will give +5 competence bonus to Spot and Search, and an Artificer can activate the main power by sacrificing an infusion. 1st level infusion gives low-light vision, 2nd level infusion gives darkvision out to 60 feet, and a third level infusion gives both low-light vision and darkvision out to 120 feet. All of these effects last for 24 hours and can't be dispelled, making it a better option than a wand of Darkvision.

EDIT: Raiment of the Four item set looks great, too. The main ability of all the items is to let the wearer lose a prepared spell to use another one a few times per day. Here are what spell each item allows you to use:
  • Belt of the Wide Earth (8,000 gp): Teleport 2/day
  • Gloves of the Starry Sky (1,100 gp): Magic missile 3/day
  • Goggles of the Golden Sun (4,000 gp): Fireball 3/day
  • Periapt of the Sullen Sea (6,000 gp): Freedom of Movement 2/day

What makes them so good is that it doesn't say that you have to have the spell in your spell list to use them. Clerics and Druids will love getting their hands on Teleport, and Wizards benefit greatly from Freedom of Movement. With those prices, these items are almost a must have for any caster! Even if Fireball and Magic missile aren't the most useful spells out there, the extra versatility you get from spontaneous access to them is far more worth the gold, even if you add the effects of those items to other ones.
#690

grondgala

Jul 12, 2007 22:17:00
'd for sheer awesomeness and win.
#691

kilroo

Jul 12, 2007 23:11:23
I have not read the whole thread, so hopefully this is not a repost. There are other cheaper options than the mithral chainshirt with twilight.

DMGII Feycrafted armor 500gp
-1 Hardness
-5 Hitpoints
-5% Arcane spell failure

Masters of the wild Thistledown suit 250gp
Increase Armor Check Penality by 1
-5% Arcane Spell Failure

Add this to a chain shirt made out of mithral. The armor check penalty increases to -3 with the thistledown suit, but is completely knocked out by the mithral modes. Also there is a net reduction of arcane spell failure of 20%, removing that completely as well. Final price 1850gp, cheaper than the 5100gp for a mithril chain shirt +1 with twilight. It also knocks off 1.25 lbs from the weight because of the feycrafted.

Feycrafted can similarly be added to a large mithral sheild, leaving it with no check penalities or arcane spell failure. Or added to a mithril breastplate to knock 5% off the arcane spell failure so only 1 twilight enchantment is needed. Both are worth the loss of 1 point of hardness and 5 hp.

YMMV: I haven't met a DM yet who would apply the Mithral ACP modifier after that of the thistledown.
#692

NiteCyper

Jul 15, 2007 0:53:56
Travel Cloak. Blueshine armour enhancement. I think they're both Faerunian. Spell Component Pouch. Healing Belt (750 gp) MIC. Possum Pouch. Blindfold of True Darkness. Hathran Winged Mask.
#693

dead_radish

Jul 16, 2007 11:43:16
AFB, but isn't there a set of Bracers for about 2,300 that gives you +2 on all your AoO attacks?

That's *very* nice for a Robillar's build. That + Deft Opportunist is +6 to all AoO attacks.
#694

celondon

Jul 18, 2007 19:47:13
Would Bracers of Striking from Magic of Faerun qualify for Bunko's? 1,310gp for the Improved Unarmed Combat feat while equipped, plus it can be given normal weapon enhancements on top of that.
#695

thugsb

Jul 19, 2007 14:13:52
Here's a thread that lists all the magic items which grant feats, either actually or effectively. Enjoy.
#696

AZNsupermarket

Jul 20, 2007 19:38:43
Energy Bow from the Animated Series Handbook (official wotc published booklet that came with the Dungeons and Dragons: The Animated Series DVDs)
#697

salla

Jul 20, 2007 20:53:45
Energy Bow from the Animated Series Handbook (official wotc published booklet that came with the Dungeons and Dragons: The Animated Series DVDs)

Hmm. They failed to mention the trick about making energy bonds with it.
#698

AZNsupermarket

Jul 23, 2007 0:22:05
I would also add wilding clasps from Magic Item Compendium (page 190) to the list. For 4,000, you can clip one of these bad boys to any worn item so it will remain functional and apparent while you wildshape. This is particularly useful for druids post-wildshape errata, all of whose worn items all meld into his body and become non-functional while wildshaping.
#699

avex

Jul 23, 2007 1:28:00
Steadying robe (complete mage)- casters dont have to make concentration checks while mounted or on a boat 1000g (cleric in a pack any1?)
#700

flession

Jul 23, 2007 8:17:59
Gauntlets of Extended Range: MIC p.103, they double the range of any thrown weapon or object. no activation. 2000 gold.

Jeebus...add that with Far Shot and you get x4...
#701

miscdebris

Jul 23, 2007 10:38:48
Do not forget to apply d20 math. 2*2=3. ;)
#702

kirech

Jul 25, 2007 0:09:44
Do not forget to apply d20 math. 2*2=3. ;)

Not so. Tangible numeric values (weight, distance, gold-piece value) get multiplied normally. Only intangibles, like damage and DCs and such, get "d20 math" applied to them.

It's in the rules, but I'm about to hit the hay, so I'm not gonna look it up.
#703

fwib

Jul 25, 2007 11:05:34
Not so. Tangible numeric values (weight, distance, gold-piece value) get multiplied normally. Only intangibles, like damage and DCs and such, get "d20 math" applied to them.

It's in the rules, but I'm about to hit the hay, so I'm not gonna look it up.

Multiplying

Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (
#704

thaumaturgist

Jul 25, 2007 11:55:49
I didn't see these in the post, so I'll add them.

Bracers of Murder.

+2 Profane bonus to hit and damage flatfooted targets
+2 DC on the assassins death attack

And last but definitly not least...

Reroll any 1's from sneak attack/sudden strike dice.
Now, there's no text saying that you can do this only once per die. (Comparing it to deadly precision from the XPH.)

8000gp? Thank you very much XD

Ring of anticipation

+2 to listen and spot
And you can roll twice every initiative check and choose the better result.

4000gp, pretty cheap in my opinion.

Thank god for Drow of the Underdark.
#705

zombiegleemax

Jul 31, 2007 0:42:21
Bracers of Divine Luck, p 138 Complete Champion, 8,000 gp
Whenever you cast a divine spell it gives +1 luck bonus to attack, AC, or saves until the start of your next turn. But, if you worship Olidammara or any other deity with the luck domain you get the bonus to all three at once.

Book of All Knowledge, p 142 complete champion, 3,000 gp
Spend 2d4 hours studying the book and then apply +10 insight bonus to a single knowledge check, can use the skill even if untrained.

Quiver of Elven Kind, p 144 complete champion, 8,000
Holds 50 arrorws, turns non-magic arrows into +1. If you're an elf, or worship Corellon Larethian, they become +1 orc bane arrows instead and permanently blind any living creature struck with them.
#706

jktrondarr

Jul 31, 2007 2:14:54
Elemental Gem: twice the price of a summon nature's ally v scroll, but useable by anyone w/o those pesky umd skill checks.

Deck of Illusions: great ultility item for only 8,100 gp.

for those evil bas@#$%s amongst us there's the Mantle of Hidden Faith(from frostburn): for 15,000gp you never need fear the paladins detect evil ability again.

Razor Armor[BoVD]: +2d6 slashing damage when grappling & launch 6 +1 shuriken x1/day. not bad for 5,600gp. outfit your spellcaster with it, & your enemies will think twice about rushing in to grapple you.
#707

priamon

Jul 31, 2007 7:17:36
Magic Bedroll- 500g
Heal 1hp per level when you sleep in it for 8 hours and gain Endure elements while your in it. So awesome.
#708

eldong

Jul 31, 2007 7:59:10
AFB, but isn't there a set of Bracers for about 2,300 that gives you +2 on all your AoO attacks?

That's *very* nice for a Robillar's build. That + Deft Opportunist is +6 to all AoO attacks.

Hmm...I could use these...anybody know where ta look?
#709

carnivore

Jul 31, 2007 8:15:14
Magic Item Compendium .... Bracers of Opportunity 2300gp, gives +2 Competence to Attack for AoO's if you have Combat Reflexes, and 2/day take extra AoO above your limit for the round

:D
#710

eldong

Jul 31, 2007 8:24:53
Magic Item Compendium .... Bracers of Opportunity 2300gp, gives +2 Competence to Attack for AoO's if you have Combat Reflexes, and 2/day take extra AoO above your limit for the round

:D

SOLD! :D
#711

zombiegleemax

Jul 31, 2007 8:26:18
dont think anyone has mentioned the artificers monocle (MIC) yet for only 1500gp practicly any artificer or arcane caster can limitlessly identify things in just 1 minute.
#712

skarlett_spyder

Jul 31, 2007 10:05:19
dont think anyone has mentioned the artificers monocle (MIC) yet for only 1500gp practicly any artificer or arcane caster can limitlessly identify things in just 1 minute.

SOLD. GRACIAS.
#713

ninja1

Jul 31, 2007 12:29:56
Caelic,

In the first section you mention this:

Collar of Umbral Metamorphosis (ToM, 10,800 gp) gain the Dark Creature template for 10 min a day; +8 hide, +6 move silently, +10 ft move speed, cold resistance 10, superior low light vision and darkvision 60 ft.


I think the most appealing aspect is not even listed. The Dark Creature template also confers Hide in Plain Site.

I'm away from my books right now, but I think the Continuous version of it has a market value of 22,000gp.
#714

Tempest_Stormwind

Jul 31, 2007 13:39:41
It also changes you to a native of the Plane of Shadow, which has some *very* nice side benefits if you're decent with shadow spells and capable of using Planar Bubble (and possibly a Rod of Embassy; I forget the precise wording on that device).
#715

stargate525

Aug 01, 2007 22:03:14
Not sure if anyone's mentioned it, but in the MIC there's a fifty foot deep portable hole for only a couple thousand. It's cheaper, I believe, than a normal portable hole.
#716

eldong

Aug 01, 2007 23:38:44
Not sure if anyone's mentioned it, but in the MIC there's a fifty foot deep portable hole for only a couple thousand. It's cheaper, I believe, than a normal portable hole.

:OMG!

I gotta find that.
#717

scudgod31

Aug 02, 2007 1:05:01
here's a great deal: Skin of the defender (MiC) its an amulet of natural armor which doesn't take up a necklace slot, and it doesn't cost anymore! 32,000 gp
#718

commx

Aug 02, 2007 2:58:37
Not sure if anyone's mentioned it, but in the MIC there's a fifty foot deep portable hole for only a couple thousand. It's cheaper, I believe, than a normal portable hole.

Found it:
MIC, Page 159 , Enveloping Pit, 50ft. deep Portable Hole for 3600Gp, but requires you to be LN, LE or NE.

I want one of those...
#719

ninja1

Aug 02, 2007 7:10:41
It also changes you to a native of the Plane of Shadow, which has some *very* nice side benefits if you're decent with shadow spells and capable of using Planar Bubble (and possibly a Rod of Embassy; I forget the precise wording on that device).

Doesn't that only come if you inherit (are born with) that template? I wouldn't think that would happen if you were granted the template via a magic item.... hmmm, I'll have to check my books later tonight.
#720

Tempest_Stormwind

Aug 02, 2007 9:12:43
Doesn't that only come if you inherit (are born with) that template? I wouldn't think that would happen if you were granted the template via a magic item.... hmmm, I'll have to check my books later tonight.

The only difference between inherited and acquired templates are their rules of acquisition. That collar gives you the Dark template (regardless of the rules on getting it normally). Part of the Dark template is that your type changes to Outsider, native to the Plane of Shadow.
#721

tytalus

Aug 02, 2007 10:55:56
The only difference between inherited and acquired templates are their rules of acquisition. That collar gives you the Dark template (regardless of the rules on getting it normally). Part of the Dark template is that your type changes to Outsider, native to the Plane of Shadow.

So this opens the door for polymorph cheese, doesn't it?
#722

stargate525

Aug 02, 2007 11:27:48
Found it:
MIC, Page 159 , Enveloping Pit, 50ft. deep Portable Hole for 3600Gp, but requires you to be LN, LE or NE.

I want one of those...

thank you.

My Kobold Sorceror made his house in one...
#723

darkdragoon

Aug 04, 2007 12:47:53
How's +1 caster level for 350 GP?

Complete Champion:

Barbs of Hextor
Bolt of Heironeous
Devastation of Nerull
Mirror of Olidammara
Nugget of Garl Glittergold
Obad-Hai's Green Man -this is +2 actually
Ruby Skull of Wee Jas
Silver Badge of Larethian
Talisman of Boccob
Vanguard of Kord
Vecna's Hand and Eye
War Cross of St. Cuthbert
Yondalla's Cornucopia

Note that you must worship the deity in question and it's limited to domains or certain descriptors.

In a similar vein, Talon of Ehlonna is +2 for animal spells.


There's also some one-time use items, essentially mini Bead of Karmas for a specific group.
Feather of the Far Realms-Travel only
Game of Fate- random chance of working
Hero's Tears- [good]
Kiss of Discord- [chaos]
#724

ronyon

Aug 04, 2007 14:59:28
Found it:
MIC, Page 159 , Enveloping Pit, 50ft. deep Portable Hole for 3600Gp, but requires you to be LN, LE or NE.

I want one of those...

I want to use this, but Im true neutral.
Any chance of building a balanced version for other alignments?
The relic power can be dropped with no change,if I understand the MiC "rules" for creating relics.
I would like a book,scroll,map or something that is writing related, with the items and creatures that are inside the hole appearing as a manifest or as a catalog with descriptions.
Or I could just use a summoned undead as a proxy, and use written.
It seems like it would be a hard item to aquire, at least it should be.
3600 vs. 20,000? Does the MiC have alot of items that make the DMG items obsolete?
#725

snizor

Aug 04, 2007 15:09:09
Found it:
MIC, Page 159 , Enveloping Pit, 50ft. deep Portable Hole for 3600Gp, but requires you to be LN, LE or NE.

I want one of those...

Another item for my Warlord of the Damned...
#726

itarakoturo

Aug 04, 2007 21:33:13
The only difference between inherited and acquired templates are their rules of acquisition. That collar gives you the Dark template (regardless of the rules on getting it normally). Part of the Dark template is that your type changes to Outsider, native to the Plane of Shadow.

Not quite.

From the Dark Creature template:

Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype.


You're still the same type as whatever you were before, so you don't get to suddenly Alter Self into an Outsider, etc...

It's a freaking fantastic item, though.

And your environment does change to the Plane of Shadow, which I believe lets you Planar Bubble for fun and profit.
#727

LazyNinja

Aug 11, 2007 14:36:55
A bit of thread necromancy. Meh. Too useful to let die...

Not magical, but extremely useful, particularly for jack-of-all-trades types with low carrying capacity, and cheap enough to buy at first level:

Shapesand (100g for a "jug", 12 lbs., Sandstorm pg. 102)

Psychoreactive sand that shapes itself into any form you want and functions as a typical mundane item. Need a crowbar? Make one. Waterskin? Done. Forgot the hammer? No problem. Can't fit the 10-foot pole down those narrow dungeon corridors? Yup, just will yourself one, and as an added bonus, when the last two feet get lopped off by that hidden pendulum scythe, just reform it. Looks like you can even make weapons. Rather than carrying 50 lbs. of gear because you want to be prepared, just grab a 12 lb. jug of sand. Hell, make the jug out of sand.

Takes a high Wisdom check to get started, but you can take 20, and once an item's formed, it's permanent as long as you're nearby. And the higher your Wisdom, the more sand you can control.


Also, a nice little weapon enhancement at low levels:

Blue Ice (+500g/weapon, Frostburn pg. 80)


Ice that can be worked like iron. Weapons made of it weigh half as much as normal, and slashing weapons get a +1 enhancement bonus to damage. Basically a masterwork bonus that applies to damage instead. So for 800g you get a weapon that's functionally equivalent to a +1 weapon and weighs half as much. You can make armor, too, that functions as a poor man's mithral. Bonus: any container made from blue ice keeps its contents cold.
#728

rhonin_the_big

Aug 11, 2007 15:30:44

Blue Ice (+500g/weapon, Frostburn pg. 80)


Ice that can be worked like iron. Weapons made of it weigh half as much as normal, and slashing weapons get a +1 enhancement bonus to damage. Basically a masterwork bonus that applies to damage instead. So for 800g you get a weapon that's functionally equivalent to a +1 weapon and weighs half as much. You can make armor, too, that functions as a poor man's mithral. Bonus: any container made from blue ice keeps its contents cold.

You also forgot that it's clearly NOT metal which means druids can now wear mithril armor. The downside is the penalties you get if you aren't resistant to cold but you can easily circumvent those by putting cold resistance 10 on your blue ice breastplate.
#729

the_mad_linguist

Aug 11, 2007 21:29:31
Also, a nice little weapon enhancement at low levels:

Blue Ice (+500g/weapon, Frostburn pg. 80)


Ice that can be worked like iron. Weapons made of it weigh half as much as normal, and slashing weapons get a +1 enhancement bonus to damage. Basically a masterwork bonus that applies to damage instead. So for 800g you get a weapon that's functionally equivalent to a +1 weapon and weighs half as much. You can make armor, too, that functions as a poor man's mithral. Bonus: any container made from blue ice keeps its contents cold.

The fatal downside: All the airplane toilet jokes.
#730

darhelion

Aug 12, 2007 1:17:03
Found it:
MIC, Page 159 , Enveloping Pit, 50ft. deep Portable Hole for 3600Gp, but requires you to be LN, LE or NE.

I want one of those...

You can also Use Magic Device to trick it into thinking you're evil aligned, if you happen not to be. Now, is there a way to UMD for the relic effect...?


As for shapesand, I looked at it and discovered that a "jug" is 12 lbs., but the volumes you can control never give any other measure. So I looked into the SRD, and determined that a "jug" of shapesand must contain as much sand as a "clay jug" as sold in the SRD could. The SRD says clay jugs hold 1 gallon of liquid. I looked up some conversions (http://www.convert-me.com/en/convert/units/volume/volume.gallon.en.html if anyone's really that interested) and found a gallon fills .1336806 cubic feet of space. That's .511316 feet on a side. So, for every .511316 feet-per-side cubes of shapesand you want, that's a market value of 100 gp.

Out of curiosity, I decided to calculate how much the 10 foot cube (which is the largest volume listed on their control chart before they just give an extention formula) of shapesand costs. You can fit 19.5574 "blocks" of shapesand out of our gallon jug to a side of the 10 foot cube, and cubing that length gives 7480.52 (rounding at the hundredths place) of these 100 gp units of shapesand.

From here, we now know that a 10 ft. cube of shapesand costs 748,052 gp on the open market (actually, a bit less than half a gp less than that, but let's just round up for simplicity's sake), and weighs 89,766.2 lbs (or roughly 45 tons).

So, if you have a 20+ wis, getting as much shapesand as you can control's a challenge. Of course, 1 gallon's probably all you ever truly need. But it's still fun to contemplate.

(Now, if you cast Awaken Sand on your 10x10 ft. cube of shapesand, it can follow you about under its own power.....)
#731

crimsondeath

Aug 12, 2007 3:33:28
The only difference between inherited and acquired templates are their rules of acquisition. That collar gives you the Dark template (regardless of the rules on getting it normally). Part of the Dark template is that your type changes to Outsider, native to the Plane of Shadow.

It actually doesn't change your type, it only changes your native plane (giving you the Extraplanar subtype of you're not on the Plane of Shadow).
#732

eldariel

Aug 14, 2007 12:02:24
How about Celestial Armor? It gives the best return of any armor in Dex/AC ratio for mere 22000 with the added bonus of flight and you can easily just have some nubian Wizard to enhance it further.
#733

carnivore

Aug 14, 2007 15:05:26
or for only 8150gp .. and the feat True Believer(Corellon)..you can get this:

Millenial Chainmail(Relic)(MIC) +1 Mithral Chain, Light Armor,+8 max Dex, Armor chk -2, ASF 15% ....... Incredible armor ..... Gives Fast Healing 3 continuously , in light brighter than Shadowy

:D
#734

crimsondeath

Aug 14, 2007 15:17:19
You also forgot that it's clearly NOT metal which means druids can now wear mithril armor. The downside is the penalties you get if you aren't resistant to cold but you can easily circumvent those by putting cold resistance 10 on your blue ice breastplate.

Breastplate? Try Full Plate. (What my Neanderthal Bard/Barbarian is currently wearing.)
#735

caelic

Aug 14, 2007 15:20:09
I'm kinda waffling on whether to include relics or not; a lot of them are phenomenally underpriced, but they're so subject to DM fiat...I just don't know. What do people think?
#736

surreal

Aug 14, 2007 15:22:31
I say just give them their own section with relevant disclaimer.
#737

hoshiadam

Aug 14, 2007 15:25:32
So, I was digging through Complete Psionic, and read up on the skin of ectoplasmic armor. Good price, 3000 gp, better than full plate with regards to max dex and armor check penalty.

But the real kicker? It never says what weight of armor it is. So it is an item that provides an armor bonus and has an armor check penalty (and ASF, and max dex bonus), but it doesn't count as light, medium, or heavy armor. Which means a Barbarian or Monk could wear it without losing any abilities. And a since it is a standard action to remove it, the armor check penalty isn't nearly as much of a problem.

Also, since it isn't actually armor, you don't take nonproficiency penalty for wearing it. Huge boon for Psions there, and other classes that don't get armor proficiencies and aren't arcane casters.

Oh, and it takes a command thought to activate it. So I think it would work (barring any size issues) for a Druid in wildshape.
#738

fwib

Aug 14, 2007 15:31:27
So, I was digging through Complete Psionic, and read up on the skin of ectoplasmic armor. Good price, 3000 gp, better than full plate with regards to max dex and armor check penalty.

But the real kicker? It never says what weight of armor it is. So it is an item that provides an armor bonus and has an armor check penalty (and ASF, and max dex bonus), but it doesn't count as light, medium, or heavy armor. Which means a Barbarian or Monk could wear it without losing any abilities. And a since it is a standard action to remove it, the armor check penalty isn't nearly as much of a problem.

Also, since it isn't actually armor, you don't take nonproficiency penalty for wearing it. Huge boon for Psions there, and other classes that don't get armor proficiencies and aren't arcane casters.

Oh, and it takes a command thought to activate it. So I think it would work (barring any size issues) for a Druid in wildshape.

Check MIC - counts as light.
#739

eldariel

Aug 14, 2007 15:39:53
Costing a feat is pretty big. Most people prefer getting Keen to getting Improved Critical for example, since that Feat can be used to do something you can't just buy. Of course, Divine casters are a different matter entirely, which might warrant a mention.

But yea, I maintain that Celestial Armor should be mentioned since it's the most efficient armor type in the game as far as AC is concerned (5 AC+8 Dex vs. 8+3 or 10+1 of Padded of Mithril Full-Plate) and acquirable for a relatively cheap price (9000 for +3, 5400 for Fly 1/day, 300 for MW Chainmail means that the supereffective mithrillization costs 7700, which while more expensive than Mithral Breastplate, also gives you the absolute best protection you can have).
#740

snizor

Aug 14, 2007 16:03:56
Costing a feat is pretty big. Most people prefer getting Keen to getting Improved Critical for example, since that Feat can be used to do something you can't just buy. Of course, Divine casters are a different matter entirely, which might warrant a mention.

But yea, I maintain that Celestial Armor should be mentioned since it's the most efficient armor type in the game as far as AC is concerned (5 AC+8 Dex vs. 8+3 or 10+1 of Padded of Mithril Full-Plate) and acquirable for a relatively cheap price (9000 for +3, 5400 for Fly 1/day, 300 for MW Chainmail means that the supereffective mithrillization costs 7700, which while more expensive than Mithral Breastplate, also gives you the absolute best protection you can have).

Minor Quibble
Mithral Mechanus gear (Planar Handbook) has 10 AC +2 Dex. Though it is still one lower than Celestial Armor, It outdoes your other examples.
#741

eldariel

Aug 14, 2007 16:26:43
Minor Quibble
Mithral Mechanus gear (Planar Handbook) has 10 AC +2 Dex. Though it is still one lower than Celestial Armor, It outdoes your other examples.

Isn't Mechanus Gear +9/+0? I must misremember it, 'cause I had it in my mind when writing that and I was sure it was equivalent to Full-Plate. Oh well.
#742

Tempest_Stormwind

Aug 14, 2007 16:29:05
Check MIC - counts as light.

Only for purposes relating to armor encumberance (i.e. monk class features, Combat Style, barbarian fast movement). This means a monk can't wear it and use his class features.

It's still slotless, it still isn't actually a suit of armor, it still doesn't require armor proficiency. This means anyone can use it and not suffer -6 on their attack rolls, despite having a deployable suit of armor. It's sort of like the warforged composite plating in that regard (except it actually does carry an armor check penalty, as opposed to a penalty on skills, which means it's doubled in the case of swim).

The real kicker is the MIC raised the price to 6000 instead of 3000. Why, I don't know -- it's essentially "slotless" platemail (1500 * 2 = 3000). Technically, it does eat up an item slot, and it can't be improved like normal platemail can, but it's also slightly better than regular platemail (higher max dex and can be donned/removed quickly). Why they thought this was worth another doubling of price is beyond me.


It's still a good item, though (My psion made several for her party, and still uses hers at level 11 -- although the DM allowed it to be enhanced, she could just as easily be wearing it + a suit of magical leather armor to provide special abilities). It's actually been brought up before.
#743

snizor

Aug 14, 2007 16:34:50
Isn't Mechanus Gear +9/+0? I must misremember it, 'cause I had it in my mind when writing that and I was sure it was equivalent to Full-Plate. Oh well.

Yeah, It is +10/+0 by default. However, only a Dwarf can effectively use this armor due to its increased movement penalty (which Dwarves ignore, unlike with the heavy Dwarven Armors in Races of Stone).
#744

Balthanon

Aug 14, 2007 16:35:27
Isn't Mechanus Gear +9/+0? I must misremember it, 'cause I had it in my mind when writing that and I was sure it was equivalent to Full-Plate. Oh well.

Considerably more likely to be shot down by a DM concerned with where you picked it up, however, there is also mithril shirt + dastana + chahar-aina for +12. That also has the advantage of providing additional slots for armor enhancements as well, though the dastana probably take up the arms equipment slot (that is the way I tend to play it anyway. Technically, the rules don't specify that.)
#745

friendlyfrog

Aug 14, 2007 16:48:24
Yeah, It is +10/+0 by default. However, only a Dwarf can effectively use this armor due to its increased movement penalty (which Dwarves ignore, unlike with the heavy Dwarven Armors in Races of Stone).

There are also two other ways around the movement penalty: the Tooth of Savnok item from Tome of Magic and the Knight unburdened spell from Forge of War.
#746

snizor

Aug 14, 2007 16:59:08
... ways around the movement penalty: the Tooth of Savnok item from Tome of Magic ...

Do'h!
And to think that I've read the Pact magic section numerous times.
#747

saragon42

Aug 15, 2007 8:55:33
I went through this whole thread planning to mention three specific items from the MiC but it looks like Lektor already beat me to one:

dont think anyone has mentioned the artificers monocle (MIC) yet for only 1500gp practicly any artificer or arcane caster can limitlessly identify things in just 1 minute.

The best part of this is that it uses castings of detect magic to "power" the identify ability. Not only are you reducing your identifying time to 1/60th of what it was, you're doing it with a 0th-level spell every wizard and sorceror already has - for a sorceror, it's like buying an extra known spell.

Two other caster goodies from the MiC.

Circlet of Rapid Casting - 15,000gp, comes with three charges, takes up a head slot. 1 charge will effectively sudden quicken a 2nd-level or lower spell; 2 charges sudden quickens a 3rd-level spell or lower, and all 3 charges sudden quicken a 4th-level spell or lower. Again, great for a sorceror - three swift-action 2nd level spells means two web or glitterdust spells in the first round, and no one can complain about that.

Arcanist's gloves - 500gp. Twice each day you add +2 to the caster level of a first-level spell. The obvious use of this is to add an extra missile to magic missile 2/day, but at low levels two extra rounds of duration on spells like grease or sleep is truly fantastic for 500 gold pieces.
#748

Balthanon

Aug 15, 2007 10:49:22
The best part of this is that it uses castings of detect magic to "power" the identify ability. Not only are you reducing your identifying time to 1/60th of what it was, you're doing it with a 0th-level spell every wizard and sorceror already has - for a sorceror, it's like buying an extra known spell.

Nice-- I may need to drop that for the players in my games. It's actually a bit annoying for the DM when the party doesn't have ready access to identify as well, since you have to keep copious notes on exactly what has been dropped, what was identified, what was that bubbling green liquid in a flask (unless it was actually green slime, then you're just waiting for the players to get desperate enough to test random potions. ;)), etc...

It is also a very good solution to the "magic merchant" problem-- i.e. how do these merchants stay in business if they can't identify what they're buying or have to use up a dozen pearls every time an adventurer walks into town.

The other "artificer" item that I liked out of the Magic Item Compendium and thought was worthwhile was actually the artificial arm that was powered by infusions. Spending an infusion a day and 13,000 gold for the ability to hold a shield, quaff a potion without worrying about shield and weapon, or wield an extra weapon in combat for 24 hours definitely seems worth the price to me.
#749

pfooti

Aug 15, 2007 11:05:26
I don't know if it's been mentioned in the 23 pages between 1 and 25, but it's not in the OP, so it bears re-mentioning.

The Orb of Mental Renewal and Rod of Bodily Restoration are both amazing items. Each restores up to 12 stat points per day (4 per charge, 3 charges/day), the Orb works in int/wis/cha and the rod on str/sta/dex. They're both really cheap - a party of four can afford them very early.

They help circumvent the normal situation, where someone gets poisoned and the group has to wait two days to continue adventuring. One day for the cleric to load up on lesser restores, and one day to get all his 2nd level slots back (at low level, at least).

I'd put these on the list with the wand of lesser vigor as "must buy with party funds ASAP".
#750

saragon42

Aug 15, 2007 12:08:58
After double-checking, I've updated my last post with the correct prices for the circlet of rapid casting and arcanist's gloves. The latter, according to the MiC, is a mere 500gp - an extraordinary bargain and definitely worthy of Bunko's.
#751

bobothehobo8

Aug 20, 2007 2:22:57
I didn't see it anywhere, so I thought I'd mention it:

Veil of Allure (Sandstorm pg. 135, 14k) raises the DC's of Enchantment spells and Cha-based Supernatural abilities by 2.

Also, AWESOME THREAD.
#752

zombiegleemax

Aug 20, 2007 2:52:49
Veil of Allure (Sandstorm pg. 135, 14k) raises the DC's of Enchantment spells and Cha-based Supernatural abilities by 2.

What body slot?
#753

yorath_thewolf

Aug 20, 2007 12:17:43
it doesn't state in Sandstorm but it's easy enough to rule Face/Eyes as it's a veil.
#754

zombiegleemax

Aug 20, 2007 13:09:12
Seems to me that people are forgetting the ultimate weapon for Eager Warning. Why get an Eager Warning dagger that you have to hold when you could instead get an Eager Warning (Spiked?) Gauntlet that's always on and doesn't have to be held. 18000 GP for+7 initiative and +2 bonus on damage rolls in the surprise and first round. True, it's bad for attacking, but if you're sepnding +2 bonus on Eager and Warning, you're weapon's probably not your primary combat one.
#755

nomad_the_odd

Aug 20, 2007 18:52:29
Gauntlets of Extended Range: MIC p.103, they double the range of any thrown weapon or object. no activation. 2000 gold.

Jeebus...add that with Far Shot and you get x4...

actually, far shot is 1.5x. Distance is x2. but thats okay.

gauntlets (2) x farshot (1.5) x distance (2) = win (x6 distance!)


Your composite longbow now has a maximum range of 6600 ft. Take a shot, then make your hide check. -20 for sniping, +660 for distance, you should be able to beat thier spot check. Even if you only hit on 20's, you are better than invisible!
#756

bensan

Aug 20, 2007 19:14:34
Your composite longbow now has a maximum range of 6600 ft. Take a shot, then make your hide check. -20 for sniping, +660 for distance, you should be able to beat thier spot check. Even if you only hit on 20's, you are better than invisible!

It'll help to be a Cragtop Archer and ignore distance penalties to hit. However, bear in mind that the distance penalty also applies to your spot check, so you'd better have some way of locating the target.
#757

skarlett_spyder

Aug 20, 2007 20:21:43
Don't the Gauntlets of Extended Range specify thrown weapons? If so like I think they do, then the won't work with projectile weapons such as bows and crossbows.
#758

auldar

Aug 20, 2007 20:33:23
Don't the Gauntlets of Extended Range specify thrown weapons? If so like I think they do, then the won't work with projectile weapons such as bows and crossbows.

Yep, which is why the original post mentioned Far Shot granting double distance - since it only works with thrown weapons.

Cool, I'll have to give these to my Bloodstorm blade

120' ranged increments with a two-handed weapon.. MMmm..

10 base, +20 ranged weapon mastery, X2 Far Shot, X 2 Gauntlets = 120'
#759

arminel

Aug 21, 2007 13:38:55
Has anyone ever thought of this? Take an item like the Hand of the Mage. 900gp, Mage Hand unlimited times per day. Change the spell to "Cure Minor Wounds".

=]

First item a party should collectively buy?
#760

heffroncm

Aug 21, 2007 13:45:55
Has anyone ever thought of this? Take an item like the Hand of the Mage. 900gp, Mage Hand unlimited times per day. Change the spell to "Cure Minor Wounds".

=]

First item a party should collectively buy?

And that is exactly why custom items are to be priced first on finding any similar effects, second by DM fiat, and third with the formulas as a guideline. You're basically getting a Concentration duration Fast Healing 1 item.
#761

ninja1

Aug 21, 2007 15:04:27
10 base, +20 ranged weapon mastery, X2 Far Shot, X 2 Gauntlets = 120'

Two doublings equal one tripling, and they affect the base range.

10 base, x3 (far shot and guantlets), +20 rwm = 50'

(still none too shabby)
#762

Tempest_Stormwind

Aug 21, 2007 15:13:12
Two doublings equal one tripling, and they affect the base range.

10 base, x3 (far shot and guantlets), +20 rwm = 50'

(still none too shabby)

Two doublings only equals a tripling if you're dealing with abstract numbers like damage. Real-world numbers like distance and carrying capacity are always subject to normal arithmetic rules unless stacking rules prevent it.
#763

aceon

Aug 21, 2007 16:58:45
Yep, which is why the original post mentioned Far Shot granting double distance - since it only works with thrown weapons.

Cool, I'll have to give these to my Bloodstorm blade

120' ranged increments with a two-handed weapon.. MMmm..

10 base, +20 ranged weapon mastery, X2 Far Shot, X 2 Gauntlets = 120'

Yikes! Where exactly is ranged weapon mastery located? ( and why is there no smiley for salivating? )
#764

auldar

Aug 21, 2007 18:05:21
Yikes! Where exactly is ranged weapon mastery located? ( and why is there no smiley for salivating? )

PHB2..

You need weapon focus, weapon spec in a ranged weapon of that type. In my Bloodstorm Blade's case, a slashing weapon (+1 Keen, Iron Heart Jovar - a ranged weapon in his hands).

In his Punishing Stance, he does some wicked damage.. At range.. Now it'll be at 120' range increments :D
#765

mordantos

Aug 21, 2007 20:19:35
I haven't seen this mentioned:

MIC pg68: Amber Amulet of Vermin, Huge Monstrous scorpion. 700gp

So for just 700gp, once a day I can summon a 75HP CR7 monster for 10 rounds?
#766

the_mad_linguist

Aug 21, 2007 22:41:19
And that is exactly why custom items are to be priced first on finding any similar effects, second by DM fiat, and third with the formulas as a guideline. You're basically getting a Concentration duration Fast Healing 1 item.

And besides, using the magic trap rules is far more elegant. If the DM doesn't let you make traps not listed in the DMG, take tomb-tainted soul and use the inflict light wounds trap.

And I'm pretty sure I've seen the scorpion before...
#767

aceon

Aug 22, 2007 13:00:44
PHB2..

You need weapon focus, weapon spec in a ranged weapon of that type. In my Bloodstorm Blade's case, a slashing weapon (+1 Keen, Iron Heart Jovar - a ranged weapon in his hands).

In his Punishing Stance, he does some wicked damage.. At range.. Now it'll be at 120' range increments :D

Cool. You have answered one question. Now what about my second question? Where is the smiley for salivating? Call it "Pavlov":P
#768

friendlyfrog

Aug 22, 2007 13:14:09
Where is the smiley for salivating?

You mean something like this: ?
#769

scrollreader

Aug 23, 2007 8:14:29
I don't know if we're including situationally good values, but if so, the Dragonmark Focus (+3) is a steal for a Dragonmark Adept with the Greater Mark of Storm. Your little scion of the Kraken will now be able to throw down /tornado/ class winds, meaning 1d10 rounds of 6d6 damage against anything less than gargantuan that fails a DC /30/ fort save. There's not much at CR 9 that can even hope to deal with that, and the few things that can (or higher level baddies) are still 'Checked' which is a no save, no SR inability to move. Given how the spell lets you shape the area (and then change that shape in subsequent rounds) this is a remarkably potent battlefield control ability. Also, given that your area of effect is a 600 foot radius, you can do a good job of killing armies, if you need to. The complete immunity to giant boulders, siege weapons, and other ranged attacks is simply a freebie. The focus +3 also allows your character to qualify for the Quicken SLA feat from the Monster Manual. All this for 6000 gp? Yes please. It'd be a bargain at twice the price.
#770

aceon

Aug 23, 2007 14:13:38
Hmm...interesting. Where is Dragonmark Focus magic item found?

And do you mean Dragonmark Adept or Dragonmark Heir? Or where is Dragonmark Adept?
#771

domenic

Aug 23, 2007 14:33:15
I don't know if we're including situationally good values, but if so, the Dragonmark Focus (+3) is a steal for a Dragonmark Adept with the Greater Mark of Storm. Your little scion of the Kraken will now be able to throw down /tornado/ class winds, meaning 1d10 rounds of 6d6 damage against anything less than gargantuan that fails a DC /30/ fort save. There's not much at CR 9 that can even hope to deal with that, and the few things that can (or higher level baddies) are still 'Checked' which is a no save, no SR inability to move. Given how the spell lets you shape the area (and then change that shape in subsequent rounds) this is a remarkably potent battlefield control ability. Also, given that your area of effect is a 600 foot radius, you can do a good job of killing armies, if you need to. The complete immunity to giant boulders, siege weapons, and other ranged attacks is simply a freebie. The focus +3 also allows your character to qualify for the Quicken SLA feat from the Monster Manual. All this for 6000 gp? Yes please. It'd be a bargain at twice the price.

From a very-powerful character in my campaign... at character level 8:

Greater Dragonmark (Dragonmark Heir level 4, so character level 8): Caster Level 10
4 levels in Dragonmark Heir: +4
Dragonmark Something-or-Other (Feat from Dragonmarked): +2
Dragonmark Focus (Item from ECS): +2 [or get the +4 version, without the feat]

Yeah. So, basically, this means there should be multiple Lyrander heirs at that level of power. Which means that armies should be obsolete (as I demonstrated so effectively in the last session of the campaign by attempting to send a warforged army up against the PCs, heh)... 'cuz armies don't stand up to tornadoes. Especially multiple tornadoes per day (by burning action points to renew class features, or using the 5th-level dragonmark heir class feature, or perhaps using a magic item that I don't remember).

There is one thing here, though, which is the text “Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.” That could be interpreted as if making a (DC 15+Cha, I think) Fortitude save negates the effects of the spell entirely, and _then_ the whole Fort-DC-30-or-be-checked comes into effect. Still, given enough rounds, the entire army _will_ fail it's Fort save.
#772

Balthanon

Aug 24, 2007 17:14:51
From a very-powerful character in my campaign... at character level 8:

Greater Dragonmark (Dragonmark Heir level 4, so character level 8): Caster Level 10

Yeah. So, basically, this means there should be multiple Lyrander heirs at that level of power. Which means that armies should be obsolete (as I demonstrated so effectively in the last session of the campaign by attempting to send a warforged army up against the PCs, heh)... 'cuz armies don't stand up to tornadoes. Especially multiple tornadoes per day (by burning action points to renew class features, or using the 5th-level dragonmark heir class feature, or perhaps using a magic item that I don't remember).

A druid or cleric with the air domain can use control winds at level 9 anyway for the same effect. Also, in order to get tornado force winds with that caster level, you need the weather to already have severe winds in effect. You can only bump the weather up three levels with a caster level of 9 or 10.

As for the multiple Lyrander heirs, in Eberron NPCs are by and large not high level. Some of the highest level NPCs in the entire campaign setting are only 12th level and a 2,500 year old lich is only 16th. Armies are likely safe for awhile yet.

All told, I don't know that this is much of a bargain.
#773

Khan_the_Destroyer

Aug 24, 2007 18:47:36
Considerably more likely to be shot down by a DM concerned with where you picked it up, however, there is also mithril shirt + dastana + chahar-aina for +12. That also has the advantage of providing additional slots for armor enhancements as well, though the dastana probably take up the arms equipment slot (that is the way I tend to play it anyway. Technically, the rules don't specify that.)

I recognize the Dastana, but where can I find the chahar-aina? And what exactly is it?
#774

Tempest_Stormwind

Aug 24, 2007 19:17:13
I recognize the Dastana, but where can I find the chahar-aina? And what exactly is it?

Available now wherever Dastana are sold! Oriental Adventures and the Arms & Equipment Guide!

If the dastana upgrades armor slightly (with light armor prof.), the [don't ask me to spell it; I never get it right and my books are packed up] upgrades armor even more (requiring medium armor prof.). Basically, it's an add-on breastplate.
#775

Khan_the_Destroyer

Aug 24, 2007 19:36:42
Thanks Tempest. I always liked the Dastana, but I didn't know of the... other one (I can't be bothered to check how to spell it either).

Though I'm curious why I haven't seen it more often. (Of course, I may be in the minority in regards to using 3.0 stuff with 3.5 stuff.)
#776

domenic

Aug 24, 2007 20:01:27
A druid or cleric with the air domain can use control winds at level 9 anyway for the same effect. Also, in order to get tornado force winds with that caster level, you need the weather to already have severe winds in effect. You can only bump the weather up three levels with a caster level of 9 or 10.

As for the multiple Lyrander heirs, in Eberron NPCs are by and large not high level. Some of the highest level NPCs in the entire campaign setting are only 12th level and a 2,500 year old lich is only 16th. Armies are likely safe for awhile yet.

All told, I don't know that this is much of a bargain.

No, you're missing the point. (Although perhaps it is not a bargain for Bunko's.) Look at the other modifiers. All you need is four (or five) levels in a class than anyone that high-ranking probably has already, plus an item, and possibly a feat (again, probably a common one for people that high-ranked). Then you can bump it up 18/3 = 6 levels, from calm to tornado.

And yes, people in Eberron aren't very high-level, but there _are_ multiple level-8s within a given Dragonmark house. Level 8 is still reasonable for a high-ranking dragonmark heir, of which there should be a decent number---maybe 5 to 10.

To conclude, armies should not exist.
#777

rhonin_the_big

Aug 24, 2007 23:15:01
Considerably more likely to be shot down by a DM concerned with where you picked it up, however, there is also mithril shirt + dastana + chahar-aina for +12. That also has the advantage of providing additional slots for armor enhancements as well, though the dastana probably take up the arms equipment slot (that is the way I tend to play it anyway. Technically, the rules don't specify that.)

Do those stack? I don't think so since they both grant armor bonuses to AC and both specifically say in OA that they "stack with the base armor." I've always ruled that Chahar-aina (which needs a new name more than Soulborn) + dastana do not stack but am I RAW?
#778

scrollreader

Aug 25, 2007 9:16:44
To conclude, armies should not exist.

I'm not sure if I agree with that, especially with the information given about the role of the Houses in the last war. Even if there had been a dozen scary Lyrandar Heirs, they're not Deneith. Also, it's worth noting the head of the House is only about lvl 8 or 9, IIRC. While there are some heirs at level 8 or above, I'd say it's less than a handful.

Back to the topic! Yes, I meant Dmark Heir, and the item is in the Eberron Campaign Setting.
#779

Balthanon

Aug 25, 2007 11:16:22
Do those stack? I don't think so since they both grant armor bonuses to AC and both specifically say in OA that they "stack with the base armor." I've always ruled that Chahar-aina (which needs a new name more than Soulborn) + dastana do not stack but am I RAW?

All the DMs I've ever played with have interpreted it as stacking-- it mentions that it stacks with shields and the base armor and both dastana and chahar-aina are listed under Shields and Other Additions. Plus, honestly it doesn't make much sense for it not to stack, since if it doesn't then why would you ever choose the one that weighs twice as much?

(I think this was also addressed indirectly in the FAQ covering chahar-aina and dastana, as the Sage listed a character with all three stacking to illustrate that you only get one magic enhancement bonus.)

Also, I don't think chahar-aina was actually republished in Arms and Equipment Guide along with the dastana.

(For the Dragonmark thing, I hadn't looked up the caster level calculation, so I was assuming you were providing the bonuses which added up to 10. Still don't think it's really a "Bunko" item, but that is a slightly better trick.)
#780

itarakoturo

Aug 27, 2007 3:53:49
No idea if it's been mentioned yet.

Ring of Darkhidden, 2,000 gp, MIC. Makes you invisible to darkvision (persistent effect). Play a rogue of any race with darkvision. From now on, you can sneak attack those nasty darkvision creatures in future dungeons with relative easy and safety. The poor rogue's ring of invisibility.
#781

lusden_veharo_02

Aug 27, 2007 15:47:11
Silent Portal disk is much less awesome than represented. It works as the spell, and the spell specifies that only normal opening is silent--breaking down the door is explicitly called out as still making noise.

It's still interesting and useful at higher levels, when an Alarm spell becomes extremely likely, but nowhere near as cool as suggested.
#782

snizor

Aug 27, 2007 18:06:03
I've personally enjoyed Dust of Negation (LoM 214): Basically dust of anti-magic field.
#783

ronyon

Aug 27, 2007 18:55:34
No idea if it's been mentioned yet.

Ring of Darkhidden, 2,000 gp, MIC. Makes you invisible to darkvision (persistent effect). Play a rogue of any race with darkvision. From now on, you can sneak attack those nasty darkvision creatures in future dungeons with relative easy and safety. The poor rogue's ring of invisibility.

I have always wondered if this would go well with a casting of No Light.
Easy to counter if you bring any light spells, but good otherwise.
#784

pummage

Sep 06, 2007 9:36:32
>SNIP<
#785

widow

Sep 06, 2007 19:27:00
Mithral Heavy Shield

This heavy shield is made of mithral and thus is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty. It weighs 5 pounds.

No aura (nonmagical); Price 1,020 gp.

-Posted from the D20 SRD

Superior to the Duskwood shield. \o/

I posted the mithril shield earlier in the thread. Add the Feycrafted template from the DMGII for another 500gp. That will shave another 10% off of the weight and reduce the spell failure by 5% to zero. Now any character can wield the sheild without profiecency or worries about spell failure. Monk is still out of luck though.
#786

carnivore

Sep 08, 2007 7:33:39
heres a fun one from Complete Psionics:

48000gp Skin of Celestial Embrace ..... 1/day 15 rounds...gain 1/2 Celestial Template....thus you gain the following:

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders.

Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities.

Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.

Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

[indent]HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection
[/indent]
Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.

Darkvision out to 60 feet.

Immunity to disease.

Resistance to acid 10, cold 10, and electricity 10.

Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).

A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Spell resistance equal to creature’s HD + 10 (maximum 35).

+4 racial bonus on Fortitude saves against poison.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.



of particular note:

the Hallow effect is permanent..... you can make any place you stay a holy site:
"Hallow makes a particular site, building, or structure a holy site."


and you can do this every day :P

:D
#787

auldar

Sep 08, 2007 18:41:50
It was nerfed considerably in MIC unfortunately..
#788

tytalus

Sep 08, 2007 22:31:37
It was nerfed considerably in MIC unfortunately..

Where's that? I can't seem to find the Skin of Celestial Embrace in the MIC.
#789

ninjadebugger

Sep 08, 2007 22:33:59
Where's that? I can't seem to find the Skin of Celestial Embrace in the MIC.

Page 170, you were looking under S instead of under P for Psychoactive.
#790

tytalus

Sep 08, 2007 22:52:33
Page 170, you were looking under S instead of under P for Psychoactive.

Ah, thank you!
#791

artemel

Sep 09, 2007 10:57:17
True, it was nerfed, but it only costs half as much now, and it is even more potent for lower levels now. Not such a great bargain towards the other end though.
#792

prime361

Sep 23, 2007 22:39:29
What book are the rules for creating slotless items in, and what pages can I find them on? I appreciate any help guys. I have looked around but I am missing it still.
#793

Janos_Antero

Sep 23, 2007 22:46:54
What book are the rules for creating slotless items in, and what pages can I find them on? I appreciate any help guys. I have looked around but I am missing it still.

DMG Page 285, Table 7-33

No Space Limitation, multiple entire price by x2.
#794

prime361

Sep 24, 2007 6:19:40
DMG Page 285, Table 7-33

No Space Limitation, multiple entire price by x2.

thanks, that is why I count find it I was looking for slotless. I didnt know what else to look under.
#795

flession

Sep 29, 2007 12:29:28
Is Caelic ever going to update the list?
#796

deviknyte

Oct 22, 2007 10:50:25
Is Caelic ever going to update the list?

Yeah.... please....
#797

lostone

Oct 22, 2007 11:05:17
Is Caelic still around? Sometimes people stop coming to these forums.
#798

rebel7284

Oct 22, 2007 16:30:33
This isn't on the front page yet.

Slippers of Battledancing
Dungeon Master's Guide II
+10 land speed (enchancement), +5 Tumble, if Perform >5 then +2 init; use Cha instead of Str / Dex for attack and dmg with 1H or light weapons if move at least 10'
33750 gp

If you have a high charisma, this item is broken. It's like weapon finese on crack if you're a sorcerer with a 1-handed weapon.
#799

flession

Oct 22, 2007 16:31:42
Well, if he is no more, does anyone wish to take up the torch? This thread is too great to let die and I don't have the free time to do it on my own.
#800

dead_radish

Oct 22, 2007 16:47:49
Is Caelic still around? Sometimes people stop coming to these forums.

As of 10/22:

Caelic Caelic is offline
Member

Last Activity: Yesterday 08:21 PM


So around, just likely busy.
#801

CantripN

Oct 22, 2007 16:56:55
Could any of you crazy Americans explain to me why the frell you write dates in such a freaking illogical manner?

22/10/07 is Day/Month/Year; This way you can see, in the correct order, the day of the month and of which year.

Instead, you write 10/22/07, so I know what month it is, followed by what day it is, and then the year. WTF? Why?!
#802

dead_radish

Oct 22, 2007 17:00:28
Could any of you crazy Americans explain to me why the frell you write dates in such a freaking illogical manner?

22/10/07 is Day/Month/Year; This way you can see, in the correct order, the day of the month and of which year.

Instead, you write 10/22/07, so I know what month it is, followed by what day it is, and then the year. WTF? Why?!

The way I see it, we're concerned with what general time of year it is (month), then the specific section (the date), then thing you should know (year).

Because if I told you "Hey, it's the 22nd!" you have no clue what frame of reference. If I tell you "Hey, it's October!" you have general information about when it is.
#803

surreal

Oct 22, 2007 17:20:38
And their use of imperial units for measurement is most illogical...

/spock
#804

dead_radish

Oct 22, 2007 17:26:02
At least we don't randomly add U to every word we can!

....

We may be slightly off topic here. I blame the lack of new loot in books.
#805

crimsondeath

Oct 22, 2007 17:26:04
Could any of you crazy Americans explain to me why the frell you write dates in such a freaking illogical manner?

22/10/07 is Day/Month/Year; This way you can see, in the correct order, the day of the month and of which year.

Instead, you write 10/22/07, so I know what month it is, followed by what day it is, and then the year. WTF? Why?!

Because, in casual conversation, we say "October twenty-second, two thousand seven", not "the twenty-second of October, two thousand seven". Or at least, that's how we talk in my neck of the woods. Of course, I'm not sure which is the cause and which is the effect...
#806

colm_l

Oct 22, 2007 17:28:43
Fair enough. Seems odd to us Europeans - we expect it to go Smallest/next in size/...etc
#807

kirech

Oct 22, 2007 21:17:19
I prefer rfc-3339 standard: yyyy-mm-dd (followed by hh:mm:ss for timestamps)

That way you have it all lined up, most significant digit to least.
#808

AlterFrom

Oct 22, 2007 21:28:09
It's because we're...
Show
IN AMERICA!
#809

lostone

Oct 23, 2007 11:02:27
I prefer rfc-3339 standard: yyyy-mm-dd (followed by hh:mm:ss for timestamps)

That way you have it all lined up, most significant digit to least.

That's what I use for anything I timestamp, including files on my PC (saves time from having to change the view and look at the date there, plus if the file gets moved the windows date on the file might change).

But yes, I think the reason Americans do mm/dd/yyyy is because of how we say it when speaking. "It's April twenty-third, two thousand seven." Saying it the European way would be "It's the twenty-third of april, two thousand seven." There's two extra words in there, extra words means extra time saying it. Time is money.

I work for a European company, they all think American's are crazy with how in a hurry we are at everything. I think I'd like to move to Europe, everything in the business world sounds much more laid back there.
#810

surreal

Oct 23, 2007 14:42:20
You should see what it's like in middle/south america. Timelines are merely suggestions.
#811

nicholas_the_paladin

Oct 24, 2007 2:26:12
I work for a European company, they all think American's are crazy with how in a hurry we are at everything. I think I'd like to move to Europe, everything in the business world sounds much more laid back there.

Uhm, no. The times I went to the US (NY, SF, LA) I always was struck by the relaxed pace. We Dutch can learn from that. But remember, Europe has a lot of different cultures and ways of dealing with things. There's no *one* European way (although we have much in common).

..... damn, that was way off-topic. Caelic better get back soon ;)
#812

aelion

Oct 31, 2007 14:34:05
Drow of the Underdark, pages 100 and 101.

Ring of anticipation, 6000gp. +2 competence bonus on Listen and Spot, and when you roll for Initiative, you roll two times and take the better result.

i.e.: from about 6th level to 20th, reduce your Wealth by Level by 6000gp. Because you will buy this ring. I know you're a commoner. You. Will. Buy. This. Ring.

To rule them all.



Shadow Cloak, 5500 gp. +1 Deflection bonus to CA (which can be improved as per the rules on MIC), 3/day as an immediate action, teleport 10' or gain concealment.

You can even teleport 10' above the enemy who just charged you, evading all melee attack except those with reach. Then, if I remember correctly, you stay in the air until the beginning of your round, during which you fall. On top of your enemy. Going all Battle Jump on him.
#813

ninja1

Oct 31, 2007 14:47:20
Aelion, one cannot teleport into mid-air. Teleport is a conjuration spell and obeys the rules for conjuration spells in the Magic Overview section... "It must arrive in an open location on a surface capable of supporting it."

...but yeah, I agree that those are very nice items.
#814

animefunkmaster

Oct 31, 2007 14:55:01
Shadow Cloak, 5500 gp. +1 Deflection bonus to CA (which can be improved as per the rules on MIC), 3/day as an immediate action, teleport 10' or gain concealment.

Sounds REALLY good for a telflammar shadowlord.
#815

risner

Oct 31, 2007 18:17:07
Amulet of Retribution (BoED, 56,000 gp) Force a no save/no SR Shield Other effect onto any creature that attacks you

Updated in MiC to be 9,000 gp and 3/day (much less cool)
#816

nicholas_the_paladin

Nov 01, 2007 16:19:33
Drow of the Underdark, pages 100 and 101.

Shadow Cloak, 5500 gp. +1 Deflection bonus to CA (which can be improved as per the rules on MIC), 3/day as an immediate action, teleport 10' or gain concealment..

I can see this being used by my beguiler, just to get out of a warriors way ( I dont have spells like 'fly' or 'levitation' to do that).

The +1 deflection to AC and concealment for one round don't mean much to me. But an immediate action to get away can be very handy....at least I think it will, without testing this tactically.
#817

CubeKnight

Nov 01, 2007 16:33:50
I can see this being used by my beguiler, just to get out of a warriors way ( I dont have spells like 'fly' or 'levitation' to do that).

The +1 deflection to AC and concealment for one round don't mean much to me. But an immediate action to get away can be very handy....at least I think it will, without testing this tactically.

Well, the concealment could be quite handy to negate a rogue his SA dice.
#818

fwib

Nov 01, 2007 17:41:51
Aelion, one cannot teleport into mid-air. Teleport is a conjuration spell and obeys the rules for conjuration spells in the Magic Overview section... "It must arrive in an open location on a surface capable of supporting it."

I don't think so.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The restriction doesn't seem to apply to sending creatures to a location which is not your own, so you should be able to teleport yourself or another way up in the air just fine.
#819

dlgood

Nov 01, 2007 18:53:56
I don't think so.The restriction doesn't seem to apply to sending creatures to a location which is not your own, so you should be able to teleport yourself or another way up in the air just fine.

Re-read the quoted text:
cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.


Unless the target is incorporeal or in gaseous form, "Way up in the air" is a lot like "floating in empty space" [banned] and not very much like "an open location on a surface capable of supporting".

Teleporting "up in the air" is not an option.
#820

fwib

Nov 01, 2007 19:35:31
Re-read the quoted text:
cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.


Unless the target is incorporeal or in gaseous form, "Way up in the air" is a lot like "floating in empty space" [banned] and not very much like "an open location on a surface capable of supporting".

Teleporting "up in the air" is not an option.

I shall re-quote.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

In order to be subject to the restriction, the creature or object needs to be transported to your location (or be brought into being, by summoning or similar).

[edit] For example: Nybor's Joyful Voyage allows you to teleport creatures up into thin air.
#821

elderich

Nov 02, 2007 13:16:41
Good point. Teleport is not to be used to kill enemies. It can however be used to kill yourself.
#822

ninja1

Nov 02, 2007 17:28:47
That's kinda funny... no offense intended Fwib, but do you think that the ruling just applies to one leg of the trip?

I think the rules for things being teleported to you certainly should apply for things being teleported away from you.

If you agree that a creature or object transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space....

...are you suggesting that a creature or object transported away from your location by a conjuration spell actually could appear inside another creature or object, nor can it appear floating in an empty space.

While that might make one-shot killing major antagonists very easy and fun, I would worry about a DM doing that to my character...

:D

Also, the fact that Nybor's Joyful Voyage goes out of its way to say that it is capable of teleporting into thin air implies that teleportion otherwise wouldn't be able to do that.

That being said, I wouldn't use a web-enhancement type thingie to argue RAW.
#823

fwib

Nov 02, 2007 17:56:27
That's kinda funny... no offense intended Fwib, but do you think that the ruling just applies to one leg of the trip?

I think the rules for things being teleported to you certainly should apply for things being teleported away from you.

If you agree that a creature or object transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space....

...are you suggesting that a creature or object transported away from your location by a conjuration spell actually could appear inside another creature or object, nor can it appear floating in an empty space.

While that might make one-shot killing major antagonists very easy and fun, I would worry about a DM doing that to my character...

:D

Also, the fact that Nybor's Joyful Voyage goes out of its way to say that it is capable of teleporting into thin air implies that teleportion otherwise wouldn't be able to do that.

That being said, I wouldn't use a web-enhancement type thingie to argue RAW.

Check out the travel spells - virtually all of them require willing targets, so the fact that teleporting your enemies up in the air with them would be powerful is irrelevant.

Also, I guess that many GMs might well house-rule that the safe-landing clause applies no matter which direction you're being sent, but it's still a house rule, unless there is some other rules text I'm missing?
#824

ninja1

Nov 03, 2007 10:03:27
I was thinking more along the lines of teleporting a willing volunteer inside of a tough boss-type enemy.
#825

the_mad_linguist

Nov 03, 2007 14:12:02
I was thinking more along the lines of teleporting a willing volunteer inside of a tough boss-type enemy.

What about Dimension Door's clauses covering what happens when you land inside a solid object? It's conjuration

http://www.d20srd.org/srd/spells/dimensionDoor.htm

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
#826

arminel

Nov 07, 2007 19:56:38
Check out the travel spells - virtually all of them require willing targets, so the fact that teleporting your enemies up in the air with them would be powerful is irrelevant.

Also, I guess that many GMs might well house-rule that the safe-landing clause applies no matter which direction you're being sent, but it's still a house rule, unless there is some other rules text I'm missing?

My 2cp:

-Cast invisibility on 100+ feet of rope tied to the end of a crossbow bolt, make sure you're holding onto one end.
-Cast invisibility on yourself.
-Cast true strike (just in case)
-Hit the enemy with the crossbow bolt, cast quickened baleful transposition, let go of the rope (free action). It has medium range. I did this at 11th level and dropped our low Will mini-boss over a cliff. The DM didn't even roll damage, since it was supposed to be about half the height of the Grand Canyon or something. Got a bit of extra experience for creativity though =]
#827

leif008

Nov 07, 2007 22:11:38
Sounds REALLY good for a telflammar shadowlord.

Hmmm, with the Shadow Cloak not only could you teleport away from an incoming attack, but use the Sun School tactical feat to get a free attack at your highest base attack against an enemy you teleport next to.

That's pretty sweet.
#828

DarkChipmunk

Nov 14, 2007 6:00:03
I'm not certain if these have been mentioned, but...

+1 Illuminating Sling Bullet - 56 gp, 1 cp. When drawn, sheds like in exactly the same amount and intensity of an Everburning Torch, but for a small amount over half the price.

By the same token

+1 Warning Sling Bullet - 166 gp, 1 cp. The cheapest +5 insight bonus to initiative you can get. Simply hold this half-pound of metal in your hand while traveling and then drop it once your turn comes around. Alternately, thread a leather loop through a hole in it and keep it tied to your wrist, so you don't lose it.

Note: The 'Warning' ability only stipulates you have to 'hold' the weapon for it to function. Get a Diminutive Sling Bullet with +1 Warning, then enchant it with continuous Prestidigitation and you have yourself a +1 Warning Everlasting Gobstopper. Standard action to change flavors!
#829

risner

Nov 14, 2007 8:31:12
I'm not certain if these have been mentioned, but...

They also depend on the DM allowing you to make 1 item and not the normal 20 items when making magical ammo.
#830

CantripN

Nov 14, 2007 8:41:05
They also depend on the DM allowing you to make 1 item and not the normal 20 items when making magical ammo.

Fine, so make 20, outfit your entire party and sell the rest (or keep spares).
#831

risner

Nov 14, 2007 10:32:02
Fine, so make 20, outfit your entire party and sell the rest (or keep spares).

Uber
#832

womblehunter

Nov 14, 2007 11:51:44
They also depend on the DM allowing you to make 1 item and not the normal 20 items when making magical ammo.

50.
#833

Dictum_Mortuum

Nov 14, 2007 12:32:10
are there any rules enhancing ammo?
#834

womblehunter

Nov 14, 2007 12:53:12
I'm afraid I don't understand your question.
#835

cannibalsmith

Nov 14, 2007 13:04:08
http://www.d20srd.org/srd/magicItems/magicWeapons.htm
Table: Common Ranged Weapons shows that 50 pieces of ammunition can be enchanted as if they were a weapon. The Bunko's use for this would be Spell Storing arrows for efficient buff "stimshots". 50 arrows for 8000 gp is 160 gp per arrow which can store a single spell of any level.
#836

Dictum_Mortuum

Nov 14, 2007 13:16:35
http://www.d20srd.org/srd/magicItems/magicWeapons.htm
Table: Common Ranged Weapons shows that 50 pieces of ammunition can be enchanted as if they were a weapon. The Bunko's use for this would be Spell Storing arrows for efficient buff "stimshots". 50 arrows for 8000 gp is 160 gp per arrow which can store a single spell of any level.

neat :D

make those arrows dimunitive :D
#837

Dictum_Mortuum

Nov 14, 2007 13:41:12
ok this can get really bad :P
  • +1 blindsighted sling bullet 360gp (3/day 1 minute of blindsight 30ft)
  • +1 manifester sling bullet 280gp (1/day draw 5 power points).
  • +1 parrying sling bullet 360gp (+1 insight AC and +1 insight saving throws)
  • +1 sizing sling bullet 140gp (getting a gargantuan rock for 140gp seems a nice option :P)
  • +1 spellstrike sling bullet 160gp (cast magic weapon, greater on the rock and transfer all the bonus to your saving throws).

The problem is that you need to find a way to hold them to work. Maybe your shield hand ?
#838

ninja1

Nov 14, 2007 14:47:36
The problem is that you need to find a way to hold them to work. Maybe your shield hand ?

Note: I do not agree with putting all of those qualities into ammunition. I'm away from my books right now, but I'm betting that many of them specify being in *melee* weapons and wouldn't qualify for being put into ammo.

However, should you allow it in your games, then have the sling stones created for a diminutive creature like you directed for the arrows... then have the hilt to your favorite weapon type crafted in such a way that the diminutive sling stones fit into *sockets* in the handle and are secured with wire wrapping...
#839

carnivore

Nov 14, 2007 14:55:51
notice:

Parrying: A parrying weapon perceives an instant into the future, and of its own accord resists melee and ranged attacks aimed at the wielder, granting a +1 insight bonus to the wielder’s Armor Class. The weapon is so adept at parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on saving throws. The bonuses are granted whenever the wielder holds the weapon, even if flat-footed.
Faint clairsentience; ML 5th; Craft Psionic Arms and Armor, defensive precognition; Price +8,000 gp.

Manifester: This kind of weapon generates 5 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power’s cost with power points from more than one source, so the power points in the shield must be used for discrete manifestations.
Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor, knowledge of any 3rd-level power; Price +16,000 gp.

so far these work great

:D
#840

Dictum_Mortuum

Nov 14, 2007 14:56:27
Note: I do not agree with putting all of those qualities into ammunition. I'm away from my books right now, but I'm betting that many of them specify being in *melee* weapons and wouldn't qualify for being put into ammo.

unless i overlooked, none. I used enhancements that can be used with "weapons" in general.

However, should you allow it in your games, then have the sling stones created for a diminutive creature like you directed for the arrows... then have the hilt to your favorite weapon type crafted in such a way that the diminutive sling stones fit into *sockets* in the handle and are secured with wire wrapping...

Creating all those weapons is ok and it can be done, but this way of using them is a little cheesy. I'd allow a character to wield on or two of these things at the same time, but not hold a bag full of those manifesting stones to augment all powers for example.
#841

cannibalsmith

Nov 14, 2007 16:28:15
Magical ammunition that hits is always destroyed. So any abilities that can be used without "attacking" (like, stabbing yourself with a Spell Storing arrow) are extra cheesy as the ammunition is not destroyed and can be reused without limit. Manifester bullets, mmmm.
#842

DarkChipmunk

Nov 14, 2007 17:03:03
Yay, I'm helping.

I was skimming through the MiC when I thought of this, and somehow I totally missed the Manifester quality. 280 gp for essentially a 5 point Crystal Capacitor? I -will- be buying this for every low-level psionic character I make.

And yes, it works. All the mentioned qualities can be applied to 'Weapons'. There do exist properties that are 'Melee weapons' or 'Projectile weapons' only, even ones limited to very specific weapons, but these do not. There is also nothing in the rules stopping you from making one one piece of ammunition. It merely states that 50 of that ammo costs the listed amount.
#843

Dictum_Mortuum

Nov 14, 2007 18:45:03
ok, now i'm scared:
  • Question: How much does an Elder Elemental for 17 rounds of service per day costs?
  • Answer: Only 1440 gp.

Get an elemental power weapon (+4) and a +2 base weapon (+1 standard and +1 for the elemental power's requirement). Enhance 50 sling bullets and you've got a total of 72.000gp. So each bullet costs 1440gp. Scary stuff.

Now imagine a commoner with max Leadership and charisma. And he has 46 followers, his wife, his daughter and his son. And imagine them calling 50 elder elementals. Ouch.
#844

Dictum_Mortuum

Nov 14, 2007 18:56:35
+1 Doomwarding sling bullet: 7 rerolls of any die, or an extra attack. Only 810gp.

and now the highlight:

+1 Spellblade * 33 sling bullet: immune to 33 spells of your choice and the chance to turn them as a free action to a new target, only 4.000gp.
#845

cannibalsmith

Nov 15, 2007 0:36:33
There is also nothing in the rules stopping you from making one one piece of ammunition. It merely states that 50 of that ammo costs the listed amount.

No, it's the other way around: there is nothing in the rules saying that you can produce any other quantity than 50. This amount (and no other) is treated as a single weapon. You can't enchant 49 or 51 pieces of ammo just like you can't enchant a part of a weapon (the tip, for example). Except for double weapons for which this is explicitly spelled out.

+1 Spellblade * 33 sling bullet: immune to 33 spells of your choice and the chance to turn them as a free action to a new target, only 4.000gp.

Why 33? And if you choose the spell upon crafting (AFB) then you only get immunity to one spell 33 times because the bullets are identical.
#846

Dictum_Mortuum

Nov 15, 2007 3:15:43
Why 33? And if you choose the spell upon crafting (AFB) then you only get immunity to one spell 33 times because the bullets are identical.

that is debated, but i think you can add spellblade (magic missile) + spellblade (sleep) + .... just as you can have different enhancements on your weapon.
#847

cannibalsmith

Nov 15, 2007 3:46:00
That would yield 33 bullets of Spellblade (magic missile) Spellblade (sleep) each. You still would get 33 of the same. But why 33?
#848

Dictum_Mortuum

Nov 15, 2007 3:57:38
That would yield 33 bullets of Spellblade (magic missile) Spellblade (sleep) each. You still would get 33 of the same. But why 33?

omg
33 different spells. You get 33 TIMES the SPELLBLADE enhancement for DIFFERENT SPELLS.

that's because 33 * 6.000 = 198.000 + 2000 (+1 enhancement) = 200.000.
#849

deviknyte

Nov 15, 2007 14:40:33
So some psion with a whip or sword in one hand and a fit full of arrows and bolts in the other is standing in front of you is now a scary picture. Especially if he comes with elementals.
#850

Scottbert

Nov 16, 2007 6:08:30
Artificer's Monacle, 1500 GP, MIC 72 - Turn detect magic into free identifies that take a mere minute? Where do I sign up? And if you're an artificer, you don't even have to cast detect magic -- a successful artificer's knowledge check will do it!
#851

womblehunter

Nov 16, 2007 6:28:15
Works best with a Warlock...
#852

sombrastewart

Nov 16, 2007 11:47:47
I thought the same thing. My brother plays an epic warlock, and this would fit the kind of thing he's been looking for.
#853

thedragonmaster

Nov 17, 2007 5:07:41
I don't think anyone has listed the goodies from LM yet... mainly, two rods:

Nightstick (7500gp) - 4 Turn Undead Attemts/Day (Useful not only to a Divine Metamagic Freak, but also to, for example, a Ruby Knight Vindicator or an Ordained Champion)

Rod of Undead Mastery (10000gp) - Sure a bit of a cost, but DOUBLES your HD limit on controlling undead... sign me up!

Also, some of the armor sets are godsent even for non-Pale-Master characters... DR 5/bludgeoning or 5/silver and magic, or all attacks ghost touch... but they are slightly costly...
#854

davidwl

Nov 18, 2007 19:31:13
Mask of the Undying - p154, Faiths of Eberron

If you are an elf:

Tons of Immunities: Immune to poison, sleep effects, paralysis, stunning, disease, death effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patters, and morale effects), not subject to extra damage from critical hits, nonlethal damage, or ability drain, immunity to damage to physical ability scores, immunity to fatigue and exhaustion. Immune to any effect that requires a Fort save (unless works on objects, is harmless, or is energy drain)
The wearer retains his CON score!
A few quirky things: subject to energy drain, harmed by negative energy and healed by positive energy, etc.

In Short - all the benefits of the undead type, non of the downsides, at the low low cost of ...

22,000 gp!
#855

thedragonmaster

Nov 19, 2007 11:44:19
That's just weird...


I just found another cheap goodie for the records:

Deadwalker's Ring (CM, 4000 gp)
+2hp/HD for all your created undead, stacking with Corpsecrafter... a must-have for all necromancers out there...

And a more expensive one, but worth it:

Casting Glove (MIC, 20000 gp)
A glove of storing may let you store an item conveniently, but this baby also allows you to "activate or consume a stored magic item as if you were holding it in your hand", although only once per round. Consider the possibilities. Wielding four wands or staves at the same time? Check. Rods? Check. Orbs, holy symbols, foci, any wondrous item at all? Check. Weapons? As long as they are magic, and only at one attack per round, yes.

Be sure your DM allows pairs of Gloves of Storing or Casting Gloves to be worn at the same time, though (most seems to do so)...


I wonder how many of you have MIC? That's no problem. But if your DM has it, you should think twice about buying things like the +1 Eager Dagger mentioned before (only grants the bonus when wielding it now), maiming weapons, warlocks scepters, and many, many other things...
#856

pummage

Nov 23, 2007 13:25:20
I have most of the books... and no money...
these elements are not related...
*cough*
#857

cannibalsmith

Nov 23, 2007 13:44:29
They are opposed.
#858

elderich

Nov 26, 2007 15:01:45
They are opposed.

"Opposed" requires a relationship.
There is no relationship.
Truth is being spoken, and you are hearing lies. Listen and understand grasshopper.
#859

prime361

Nov 26, 2007 21:54:51
Guys, there are threads for chatting, and there are threads with a purpose, this one has a purpose and chatting isn't it. But its a good thing that you are bumping this thread while its OPer is away.
#860

beothul

Dec 01, 2007 9:28:40
What about the belt of healing from MIC? I think for 500 gp you get a belt with 3 charges/day. 1 charge gives 2d8 healing, 2 charges 3d8, 3 charged 4d8. Pretty good way to stay alive, at least at lower levels. Can be cast on party members too. And might be a way to deal with undead.
#861

sagebahamut

Dec 01, 2007 9:55:59
It costs 750, and chances are good it's already in this list somewhere. You're right though - the Healing Belt is like God's own suspenders.
#862

Balthanon

Dec 02, 2007 8:44:53
The Radiant Sphere out of the Magic Item Compendium actually seems like it could be useful for a higher level character who has the cash to spare (3,500). It essentially lets you turn 0 level spells (dancing lights or light) into 60 ft. rays that deal 4d6 damage to undead. In a campaign where you expect to encounter undead on a regular basis, that could be useful-- it might even be worth converting some first level light spells, though by the time you hit 2nd there are probably better things you could be using your spell slots on.
#863

argaud

Dec 02, 2007 9:21:53
I wonder how many of you have MIC? That's no problem. But if your DM has it, you should think twice about buying things like the +1 Eager Dagger mentioned before (only grants the bonus when wielding it now), maiming weapons, warlocks scepters, and many, many other things...

Screw daggers, gimme +1 warning, eager armor spikes. For 8350 gp I get +7 to initiative. Armor spikes are always wielded. :D
#864

ninja1

Dec 02, 2007 10:16:59
I was going to say the same thing about Gauntlets....
#865

demonlord57

Dec 02, 2007 10:45:58
Screw daggers, gimme +1 warning, eager armor spikes. For 8350 gp I get +7 to initiative. Armor spikes are always wielded. :D

wouldn't that be 18,350 gp? But that does sound quite good. I think I'm going to try that when I have spare money.
#866

sonofzeal

Dec 02, 2007 12:37:01
Have Gal-Ralan and Night's Extract been brought up somewhere I haven't seen?


Gal-Ralan: Bracers that function as a Cloak of Resistance, but also gives you +2 vs soul effects, death effects, and energy drain, for far cheaper (a +5 one costs 15,600, as opposed to 25,000 for the cloak). The tradeoff is that your Con goes down by 1, making this ideal for a character with odd Con.

Night's Extract: 50 gp for 9/10ths concealment that lasts for ages? Sign me up!
#867

ninja1

Dec 02, 2007 16:38:45
sonofzeal, those sound great! Any chance you could help us out with a book and page reference?
#868

argaud

Dec 02, 2007 20:47:38
wouldn't that be 18,350 gp? But that does sound quite good. I think I'm going to try that when I have spare money.

Yes, you are right. It is 18,350. Forgot about the +1 base :embarrass
#869

jackmojo

Dec 03, 2007 10:56:58
sonofzeal, those sound great! Any chance you could help us out with a book and page reference?

Their both in the Fiend Folio, in the bit on Shadar-Kai.

The Night's Extract, while cheap, has a lot of restrictions on it (darkvision ignores it, low light vision halves it, etc...).

Jack
#870

aceon

Dec 03, 2007 11:39:25
Screw daggers, gimme +1 warning, eager armor spikes. For 8350 gp I get +7 to initiative. Armor spikes are always wielded. :D

Hmmm...could I put spikes on my dastana?
#871

elderich

Dec 03, 2007 14:00:15
Hmmm...could I put spikes on my dastana?

On your Chahar-aina? Or both? Extra Cheesy!!!
#872

aceon

Dec 03, 2007 15:05:34
Not sure bracers or dastana are legal to put magic armor spikes on. Since my current char relies on "not wearing armor" I will look into it. I wouldn't worry about the cheesyness of Chahar-aina since I don't use them.
#873

elderich

Dec 03, 2007 15:20:24
Not sure bracers or dastana are legal to put magic armor spikes on. Since my current char relies on "not wearing armor" I will look into it. I wouldn't worry about the cheesyness of Chahar-aina since I don't use them.

How are Dastana not Armor? You can PM me back if you do not want to clutter the thread.
#874

aceon

Dec 03, 2007 16:22:20
It is a bit obscure, but nonetheless: dastana don't give you an armor bonus or a shield bonus. Dastana provide an "additional armor bonus" effectively giving you non-magical bracers +1 "additional armor bonus".

What kind of bonus is an "additional armor bonus" exactly?

Per Wizards Cust Serv both bracers and dastana ( the non-magical equivalent ) are not truly "armor" and as such can be worn and used by both Monks and Sword Sages while they still retain their Wisdom bonus to AC. In fact they exist in a weird limbo of both being and not-being ...armor that is.

Since a Sword Sage can wear bracers ( not armor ) while retaining his Wisdom bonus to AC that he only gets while wearing light armor! And a Monk can wear bracers ( not armor ) and get his Wis bonus to AC that he can only get while not wearing armor!


Further dastana count as "light armor" for the Sword Sage and "not armor" to the Monk to gain a non-magical +1 additional armor bonus that stacks with his existing armor bonus of none! And of course he can wear bracers too (but not at the same time as dastana ).

Kindof confusing, and kindof esoteric I know, but understanding lies in the phrase "additional armor bonus" as a named type of AC bonus.
#875

elderich

Dec 03, 2007 16:52:57
Per Wizards Cust Serv both bracers and dastana ( the non-magical equivalent ) are not truly "armor" and as such can be worn and used by both Monks and Sword Sages while they still retain their Wisdom bonus to AC. In fact they exist in a weird limbo of both being and not-being ...armor that is.

Excellent. So a sword sage can wear chain+ char+Dastana!

If the Datana is not really armor, then it would be hard to put armor spikes on it, as they can be put on any armor!
#876

aceon

Dec 03, 2007 17:15:07
Yes, but you are missing the point. They can be both "armor" and count as "not armor".

Dastana has been ruled to be enchantable with any magic armor enhancements and it stacks with your existing armor ( or lack thereof ).

For example: You could wear magical +5 chain shirt AND magical +5 dastana.
The +9 armor bonus of your +5 chain shirt STACKS with the + 6 additional armor bonus of the dastana for a total of +15 AC. You could throw another +7 for shield bonus on top of that for +22 AC.

Not only that but your +5 dastana can be slick and silent moves and energy resistant while your chain shirt is heavy fortification. You can wear them both.

The part I am not sure about is the "'spiked bracers" or "spiked dastana".
#877

elderich

Dec 03, 2007 17:37:52
The +9 armor bonus of your +5 chain shirt STACKS with the + 6 additional armor bonus of the dastana for a total of +15 AC. You could throw another +7 for shield bonus on top of that for +22 AC.

I do not think it works that way.
http://wizards.com/dnd/files/OrientalAdventuresFAQ040403.zip
When you add a dastana or chahar-aina, you get either the
enhancement bonus of the added piece or the enhancement
bonus of the foundation armor (not a shield), whichever is
bigger; if you add both a dastana or chahar-aina, you use the
biggest enhancement bonus of the three.

I think the +9 from your shirt adds +1 for the Dastana. Enhancement bonus does not stack, unless you have another source than the OA FAQ.
The part I am not sure about is the "'spiked bracers" or "spiked dastana".

Looking forward to an answer.
#878

risner

Dec 03, 2007 20:45:42
YYou could wear magical +5 chain shirt AND magical +5 dastana.
The +9 armor bonus of your +5 chain shirt STACKS with the + 6 additional armor bonus of the dastana for a total of +15 AC. You could throw another +7 for shield bonus on top of that for +22 AC.

No, you can't have magical Dastana, since it only provides a bonus to your chain shirt. Think of it as an "armour bonus" that only applies to your existing worn "armour bonus". So you can have chain shirt +5 for an armour bonus and an enhancement to armour bonus, then add Dastana for 1 or 2 more points to your armour bonus. Now if you had a non magical chain shirt, you may be able to put the enhancement bonus on the dastana instead. But you can't put it on both for sure, since they would both be enhancement bonuses to AC and not stack.

Excellent. So a sword sage can wear chain+ char+Dastana!

If the Datana is not really armor, then it would be hard to put armor spikes on it, as they can be put on any armor!

Not only that, but Datan (from OA) can only be worn with base armour and there are more restrictions than this. The best way to think of it is a way to get sectional armour that you can put on in sections that grant less than a total of full plate.
#879

aceon

Dec 03, 2007 22:44:10
I do not think it works that way.
I think the +9 from your shirt adds +1 for the Dastana. Enhancement bonus does not stack, unless you have another source than the OA FAQ.Looking forward to an answer.

Ahh...it has been a few years since I got that answer and I have been fishing around SO MANY old and archived email files and I just can't find it! :embarrass

Anyway, I am sure you are correct and that I misremembered the ruling I got. In fact, I think it was more along the lines of: You can enchant your dastana with stuff...but the enhancement bonuses don't stack...just use the better one.

Still, this does allow for you to put more "stuff" on your armor, effectively allowing you to have enhancement bonus of +5 armor and more than +5 in "stuff" since you can add to both the dastana AND the underlying armor. Of course, since the dastana will occupy your bracers item slot, it is not exactly game breaking...just a +1 AC and more armor enhancements...and cheaper too. ( Since you could add a +2 enhancement on the dastana in addition to another +2 enhancement on your armor, for far less than the cost of bringing your +3 armor to +5...a net cash gain in my book! )

Update on Bracers and Dastana: I did find the Cust Serv emails dealing with Sword Sage, bracers and Monk. Re-reading them I find that the ruling is incomplete: one email says Sword Sage doesn't benefit from Wis to AC when wearing bracers and my follow up question ( one hour later ) got a reply that he does actually gain his Wis to AC when wearing bracers. ( He is supposed to only gain the Wis to AC when wearing light armor. They said it was perhaps poorly worded and should gain the Wis to AC when also wearing NO armor, but that had not been errata'd yet.
#880

elderich

Dec 04, 2007 8:36:12
So this is notable for the thread topic, as the "stuff" on armor is often batter than enhancement bonuses.

As well it is cheaper to add one thing to each armor item than put them all on one item.

Back on topic.

Aceon, can you post the text from the emails for reference?
No, you can't have magical Dastana, since it only provides a bonus to your chain shirt..

You CAN have a magical Dastana. I think you mean, the largest enhancement OF THE TWO (or three) bonus applies, right? And the bonus stacks with the +1 from the Chahar-aina.
Not only that, but Datan (from OA) can only be worn with base armour and there are more restrictions than this. The best way to think of it is a way to get sectional armour that you can put on in sections that grant less than a total of full plate.

What is a Datan?
While Chain shirt+Dastana+Chahar-aina is less AC than full plate, it is light armor, cheaper, weighs less, and can be magically enhanced MUCH cheaper to carry MORE armor magical abilities.

We should note here one should enhance your Masterwork Chahar-aina or Masterwork Dastana (no ACP) first, as these scale to higher levels easier.
#881

artemel

Dec 04, 2007 10:28:48
The Sage clarified this a whiles back in a Dragon magazine on OA that explained that the three items functioned as one piece of armor when it came to overlapping enhancements.

In other words, the enhancement bonuses overlapped and only the highest matters.

On the other hand, I think you could apply a whole lot of other armor enhancements on them and they would still work.

Which is still sweet, just not as high an AC is all.
#882

shadojack

Dec 04, 2007 10:43:51
Ah the Belt of Many Pockets. Easily worth it's weight in gold for Mages, Monks, and Thieves.

Found one of these babies and never let it go. Nice to be able to travel light and still have everything including the kitchen sink with you.
#883

artemel

Dec 05, 2007 12:04:50
Ah the Belt of Many Pockets. Easily worth it's weight in gold for Mages, Monks, and Thieves.

Found one of these babies and never let it go. Nice to be able to travel light and still have everything including the kitchen sink with you.

Belt of many puches is 10k.

Belt of hidden pouches is 5k. Holds a little less, same idea, better at smuggling stuff.
#884

shadojack

Dec 07, 2007 21:01:25
Belt of many puches is 10k.

Belt of hidden pouches is 5k. Holds a little less, same idea, better at smuggling stuff.

Did they have the Hidden Pouches in 1ed. I don't remember?
#885

drunkendrake

Dec 08, 2007 17:38:02
Thought Bottle, Complete Arcane p150, 20,000 GP
This bottle is brilliant! The 'Experience' function is the one to use. You pay 5000 experience to 'save' you exp. Afterwards, you can then lose a much exp as you like and return to how you were when you 'saved'. This has some very useful effects, from 'free' magic item crafting (!!!) to 'immunity' from the XP costs of spells like Wish and Gate
-Drake-
#886

risner

Dec 08, 2007 19:57:23
You pay 5000 experience to 'save' you exp. Afterwards, you can then lose a much exp as you like and return to how you were when you 'saved'. This has some very useful effects, from 'free' magic item crafting (!!!) to 'immunity' from the XP costs of spells like Wish and Gate
-Drake-

500 xp, and the "free magic item crafting" and "free Wish" is a debated point. IIRC the consensus is that they can not be restored.
#887

garandene_lyrandar

Dec 15, 2007 23:59:50
Could bunko recomend anything for the young kalashtar soulknife in the 1k-3k price range?
#888

pummage

Dec 16, 2007 0:56:41
500 xp, and the "free magic item crafting" and "free Wish" is a debated point. IIRC the consensus is that they can not be restored.

I thought it wasn't that debated and Thought Bottle was just declared incredibly broken by all?
#889

ronyon

Dec 16, 2007 23:09:03
I had considered using Dastana w/ the Wand Chambers. I originally wanted to use Gauntlets, but the description of the Chamber limits what Weapons you can have them in those with a certain amount of roughly cylindrical volume.
There is no such limitation on shields so, I sought out the lightest shield I could find.Although the Dastana are described as bracers in the text,they are listed under shields on the chart, and weigh 5 lbs for a pair.
Shield or not? Well if they aren't shields, the Gnomish dueling cloak isnt either, and my next ninja/cloistered cleric will be using will be using both of these items(mmm, batman!)
I would probably make them from magical ice or clay, in order to avoid susceptibility to spells and rust monsters, and enhance it with wacky stuff, but even a "mundane" set of such bracers could rock.

Now, what wands would one keep loaded?
#890

auxitius

Apr 09, 2008 8:28:53
I may have missed them in the guide but a Divine Metamagic: Persistent Spell Cleric may find these an incredible value.

Show
Reliquary Holy Symbol from Magic Item Compendium (page 120) grants up to 3 extra turn or rebuke undead attempts per day for a mere 1,000 gp.

Nightstick from Libris Mortis (page 78) grants you 4 extra turn or rebuke undead attempts per day for 7,500 gp.
#891

brainpiercing

Apr 09, 2008 10:00:32
500 xp, and the "free magic item crafting" and "free Wish" is a debated point. IIRC the consensus is that they can not be restored.

RAW, there's not much to debate. Wish is a normal XP cost. It doesn't state that you cannot regain the XP. IMHO the thought bottle was intended as a quicksave function against level-loss through dying, and if it can do that then it can do anything.

The result of which is..... YES, it's absolutely horrendously broken.
#892

vicen_korel

Apr 09, 2008 10:11:36
Cloak of Displacement, Minor: 24,000 hello no more sneak attacks

Rod of Splendor: 25,000 expensive clothing a nice tent once a week, +4 to CHA without using an item slot.

Deck of Illusions: 30 illusions without concentration for 8,100
#893

qatharsis

May 03, 2008 18:02:20
Two overpowered items for a UMD rogue:

- Wand of Acid Splash, 375 gp. 50 practically guaranteed hits that allow sneak attack and bypass spell resistance. This kills dragons when nothing else does.

- Wand of Produce Flame, CL 5th, 3750 gp. Cast once, sneak attack five times with ranged touch attacks. Make use of iterative attacks and extra attacks gained from Haste. This kills anything that doesn't have SR or fire resistance. Even the spell damage itself is acceptable, but with sneak attack on top, it's just deadly. Take out the enemy spellcaster in a single round. If you can get higher CLs, all the better: The wand gets more expensive, but you also get more shots per charge. The price per shot stays constant.
#894

banor

May 04, 2008 1:08:57
These are ok for a low level rogue but I can't really see how they are "overpowered". I mean you would compare this to ScM's Shadow Miracles or Incantatrix Persistant Spell abuse ? I would not.
#895

alastar

May 04, 2008 1:12:08
These are ok for a low level rogue but I can't really see how they are "overpowered". I mean you would compare this to ScM's Shadow Miracles or Incantatrix Persistant Spell abuse ? I would not.

I agree with you, but your comparison is wrong. Very little can compare to those two things while remaining playable. VERY little.

But yeah, those items are nice catches, but not overpowered.
#896

banor

May 04, 2008 1:24:21
Yea well, I might have been a bit far on the comparaison but I'm kinda tired of hearing people qualifying stuff as being "overpowered" when they are just good. A better option than another isn't overpowered, it's just better.

For exemple, a lot of people in my gaming group are saying that a "God" wizard is overpowered. Of course it's thousand times better than a Warmage or wizard wannabes blasters, it doesn't mean that they are overpowered. Well I do agree that Caster are slightly overpowered but with some fixes to key spells (Polymorph and co I'm looking at YOU) make them just very good.

Same thing happen with MIC, I get a lot of my friends that bans the MIC in their games "because items in the books are overpowered" (since they are better than the ones in the DMG)
#897

alastar

May 04, 2008 1:27:53
Exactly, I used to win at D&D with my wizard due to polymorph into wartroll half of the time, then I suggested to my DM who was complaining to ban most spells of the polymorph variety. Of course the Druid can still wild shape, so it's a bit unfair, but heck, it just made me switch to the ''bites of X'' spell and actually made the game more challenging for me, since I no longer have 52 AC and 48 strenght, as a level 12 character.
#898

dead_radish

May 04, 2008 1:32:55
But yeah, those items are nice catches, but not overpowered.

Well, this is the Bargain basement, not the Broken basement....
#899

banor

May 04, 2008 1:39:35
Well, this is the Bargain basement, not the Broken basement....

Yea, there is no problems that they are posted here, just that they should not be labeled as "overpowered".
#900

surreal

May 04, 2008 2:33:30
Produce Flame feels like it should be abuseable somehow.
#901

curtis_ownby

May 08, 2008 1:53:40
Drake-Helm is one of the best items I have found for a Duskblade. It lets you add up to 4 spell to your spells know as well as your spell list. Price chages based off of how manys spells it gives you and what level of the spells. It is in the Explorer's Handbook which is an Eberron book Page 151. It is a bargain to add a 1st level spell to your spells know as well to your spell list for just 1500gp. Have fun with it.
#902

cannibalsmith

May 08, 2008 2:29:31
Produce Flame feels like it should be abuseable somehow.

Wild Shape into a giant octopus.
#903

widow

May 08, 2008 8:43:41
Drake-Helm is one of the best items I have found for a Duskblade. It lets you add up to 4 spell to your spells know as well as your spell list. Price chages based off of how manys spells it gives you and what level of the spells. It is in the Explorer's Handbook which is an Eberron book Page 151. It is a bargain to add a 1st level spell to your spells know as well to your spell list for just 1500gp. Have fun with it.

It is a great item, but your pricing is off (most likely due to the confusing charts). The helm with one socket does cost 1,000gp, but the dragon shard costs 6,000 gp for a level 1 spell. The 500gp they have listed on the chart is the cost for enchanting it yourself, but there is also the base material cost for the dragon shard itself listed at 5,000gp. Premade shards cost 6,000gp so this addes up.

This has interesting applications when mixed with a friendly warlock crafter who can produce any magic item. Divine spells converted to arcane through versatile spell casting or other tricks could end up in the shards very easily. Also this looks like a must for the abjuration champion. No more worries about how to get mage armor or shield added to your list if needed. You can even have an arcane version of the luminious armors spells put into this helm.

A quick thought. The helm says you must be an spontaneous arcane caster to be able to use the helm. What if you were a sorc 1/ cleric 5/ dweomer keeper, could you cast the extra spell known as the cleric? All it says is you have to be a spontaneous arcane caster to use the helm, the spell is cast as an arcane spell, and you must have the spell slot to cast the spell. I know of several examples of casting arcane spells from your divine caster class (even having spells on your list that are arcane when you cast them, never divine). Not clear cut, but might fly by RAW not RAI.
#904

caelic

May 23, 2008 15:56:49
Hmm. Quite a bit of stuff has piled up while I was away. I'll try to get the thread updated as time permits.
#905

jaronk

May 24, 2008 3:03:09
Marbles from A&EG absolutely need to be in here. Make a target flat footed for, what is it, 2sp? Absolutely yes!

JaronK
#906

Endarire

May 25, 2008 21:24:45
Why overpay for Boccob's Blessed Book when you can get an Aureon's Spellshard (Eberron Campaign Setting 265) for half price and half effect? I doubt 3.5 even has 1000 officially-published wizard spells.

I realize I'm partially repeating someone from the first page.
#907

bigtuna

May 26, 2008 9:19:24
There is way more than a 1000 pages - but you don't need them all - and a spellshard is affordable at lower level... - And nothing is stopping you from getting the second one once you have filled the first...
#908

Endarire

May 26, 2008 16:19:56
Assuming the shard and book are allowed, the main reason the book is better is so you can tear out some pages to make a backup book.
#909

rebel7284

May 26, 2008 16:22:38
Why overpay for Boccob's Blessed Book when you can get an Aureon's Spellshard (Eberron Campaign Setting 265) for half price and half effect? I doubt 3.5 even has 1000 officially-published wizard spells.

I realize I'm partially repeating someone from the first page.

Doesn't it take X pages to write down a spell where X is the spell level? That's a lot less spells you can write down when you realize that the average spell takes 5 pages and even cantrips take 1.
#910

caelic

May 26, 2008 17:57:13
Doesn't it take X pages to write down a spell where X is the spell level? That's a lot less spells you can write down when you realize that the average spell takes 5 pages and even cantrips take 1.

Yep. It's not that difficult to fill up a BBB. Add to that the fact that it's in the DMG--and thus much more likely to be available in a given campaign--and we at Bunko's stand by it as an excellent buy.

That's not to say the spellshard doesn't also deserve a spot, though.
#911

jaronk

Jun 12, 2008 15:27:02
Something I didn't see in here but would like to are stat bonuses that aren't enhancement bonuses. They're so hard to find and so very useful.

JaronK
#912

nanshork

Sep 30, 2008 1:49:35
Bump for posterity.
#913

Endarire

Oct 12, 2008 19:46:24
Must... remain... up...
#914

rommel013

Oct 14, 2008 15:41:49
Ring of Darkhidden is frequently a banned item in our games, or at least the DM's constant frustration:

Magic Item Compendium 2,000 gp:
Wearer is invisible to darkvision.

Even more deadly when you have darkness as a spell like ability and pop it on yourself.
#915

Omen_of_Peace

Oct 14, 2008 18:15:47
Er... Darkness creates a zone of shadowy light (providing concealment) and can't be pierced by Darkvision anyway so I don't see the link.
#916

rommel013

Oct 14, 2008 19:41:20
I'm sorry, that was sort of an incomplete post. Usually when someone in our group is really abusing the set up it's:

Ring of Darkhidden
Race with Darkness as a spell like ability.
Feat: At Home In The Dark from Drow of the Underdark [Allows character with darkness as a spell like ability to see in darkness spells]

This allows the character to operate without problem in the darkness spell, and when darkness isn't up, has the ring of darkhidden for normal darkness. The only issue with the ring of darkhidden is, as best we could find, the rules are mute about if using darkvision is an active switch from normal sight to darkvision mode or not.
#917

yawar

Oct 25, 2008 21:53:54
What about Jade weapons for +7000 you have ghost touch ability in your weapon and its non-magical.
#918

frerezar

Dec 05, 2008 14:58:16
Hoverts (the dude from the handy haversack) fortifying bedroll. One of my favorite items
#919

widow

Dec 06, 2008 6:16:18
Something I didn't see in here but would like to are stat bonuses that aren't enhancement bonuses. They're so hard to find and so very useful.

JaronK

For your metamorphisis psion, try on a pair of Horse Shoes of the Flame found in savage species. Can be applied to any horse (get your UMD/UPD skill ready). +10 Int, +2 Dex, +6 Cha, and fly 90'. The stat bonuses are all unlisted and you get three 7 hours uses from the shoes a day for 32k gp. Even better if you are allowed to make them unslotted (2x price) or in a alternate slot (1.5X price). I could really use a head slot hair ribbon of +10 Int.

A warning, watch for foaming around DM's mouth.
#920

merrshaulk

Dec 07, 2008 14:18:01
I've got a new one. Bastion Press Arms and Armour (NOT Arms and Equipment Guide), Wand Bracers. 300gp, and you can draw a wand as a swift action. Puts Gloves of Storing to shame
#921

dead_radish

Dec 07, 2008 16:24:38
I've got a new one. Bastion Press Arms and Armour (NOT Arms and Equipment Guide), Wand Bracers. 300gp, and you can draw a wand as a swift action. Puts Gloves of Storing to shame

No way I'd let that in my game. ;) Stupid third party accessories. There's a lot of stuff in Arms and Armor that is very nice, and would never make the cut, I think.
#922

volatris

Dec 07, 2008 16:43:33
Wand bracers are in Dungeonscape with that exact same function. No idea why a third party source was suggested for that.
#923

carnivore

Dec 07, 2008 16:50:26
Casters Glove is even better.... functions as Glove of Storing... but you can activate item stored as if you were holding it..... you can Store a Wand and Hold a Wand in the same hand... and fire off spells with the stored wand or held wand without letting go of held wand... also works great with Staves or Rods

:D
#924

orckiller

Jan 21, 2009 15:52:19
The OP has the Initiative weapon property listed as costing 10k. The book says 20k. Is this correct?
#925

trednis

Jan 22, 2009 20:50:30
the "dark" armor property from Drow of the Underdark p. 97. is similar to the ring of darkhidden. gain concealment and +5 circumstance to hide vs creatures with darkvision in everything but bright light. only +8000 on armor.
#926

NiteCyper

Jan 22, 2009 21:24:28
the "dark" armor property from Drow of the Underdark p. 97. is similar to the ring of darkhidden. gain concealment and +5 circumstance to hide vs creatures with darkvision in everything but bright light. only +8000 on armor.

6000 gp price difference, armor enhancement, (when fighting a creature with darkvision) concealment and (") +5 to hide instead of invisibility (to darkvision).

I prefer the ring. (MIC122(123))
#927

midnitepoison

Feb 02, 2009 12:28:51
does the deathglance locket work on detect thoughts?
#928

ninja1

Feb 03, 2009 14:38:12
does the deathglance locket work on detect thoughts?

My gut-reaction is "no".

I do not have access to Dragon Compendium to verify the mechanics of the item, but assuming the first post is accurate, then it only affects scrying.

Scrying is a subschool of the Divination school. Not all divinations are scrying.

Detect Thoughts is a divination spell, but it does not belong to the Scrying subschool.
#929

sled

Feb 04, 2009 0:13:34
Phylactery of change looks pretty freaking sweet. How would that work in 3.5? In the update book it says Polymorph Self is deleted and to look at polymorph...would the same apply to this item? Would the cost need to be changed? Is the item just not accessible in its form in 3.5?
#930

lench

Feb 04, 2009 7:27:08
Deathstrike bracers are quite handy for a mere 5000, you can bypass sneak attack immunity 3 times a day.
#931

carnivore

Feb 04, 2009 9:21:26
Phylactery of change looks pretty freaking sweet. How would that work in 3.5? In the update book it says Polymorph Self is deleted and to look at polymorph...would the same apply to this item? Would the cost need to be changed? Is the item just not accessible in its form in 3.5?

it is more acceptable in this form:

Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.
Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb.

:D
#932

phaedrusxy

Feb 04, 2009 10:47:11
the "dark" armor property from Drow of the Underdark p. 97. is similar to the ring of darkhidden. gain concealment and +5 circumstance to hide vs creatures with darkvision in everything but bright light. only +8000 on armor.

Uhh... the ring looks superior in almost every imaginable way, and it is 6000 gp cheaper. I know which one I'd call a bargain. :P I guess if you're against someone with See Invisibility, the armor might be better, though, if the DM rules that it defeats the ring.
#933

sled

Feb 04, 2009 13:50:15
it is more acceptable in this form:




:D

I totally missed that. It makes a lot more sense, ~10k for something that gave you pretty much always on polymorph seemed way unbalanced.
#934

kuros81

Feb 28, 2009 23:15:13
Okay.

So my player asked if he could have that 750gp Healing Belt, and I ran the numbers, and it didn't work out at all. I figured WotC was up to its silliness again.

But my player wanted something like that, so I kept running the numbers until I could get something with a good value. Well . . . I found something. And I hope, I truly hope, I did something wrong.

Use-activated or continuous : Spell level x caster level x 2,000 gp2

Charges per day : Divide by (5 divided by charges per day)

I can't find it, but I remember it saying that if you can use it x5/day, it means you can use it as many times a day as you'd like.

Alright, so plug 1/2 spell level in for cure minor wounds. Caster level 1st.

A use-activated Belt of Cure Minor Infinitum costs 1,000gp (900gp only if you give it a command word). Out of combat healing is solved.
#935

ninjadebugger

Feb 28, 2009 23:39:50
A use-activated Belt of Cure Minor Infinitum costs 1,000gp (900gp only if you give it a command word). Out of combat healing is solved.

IMAGE(http://submarine.sandwich.net/art/ImageMacros/SlowpokeSaruhk.gif)
#936

ozgun

Mar 01, 2009 0:18:42
A use-activated Belt of Cure Minor Infinitum costs 1,000gp

That's not THAT good...
It's like Fast Healing 1, but you need to spend time on it.
#937

kuros81

Mar 01, 2009 0:43:34
That's not THAT good...
It's like Fast Healing 1, but you need to spend time on it.

Its not THAT good, I agree.

With the second sentence, however, I disagree. Fast Healing benefits a single individual. The Belt of Cure Minor Infinitum takes care of all post-combat healing for the entire party. But Fast Healing is great in combat, whereas this item is pretty much useless in combat. So its really nothing like Fast Healing.

A wand of lesser vigor serves the same purpose most the time for the same price, except that the Belt of Cure Minor Infinitum won't die if you're trying to heal 1 damage from everyone in a 50-man army.

And actually, I think the regular Healing Belt is better. I just wouldn't allow it in my game because I couldn't understand WotC's math.

Sorry if this is disappointing. *shrugs*
#938

kuros81

Mar 01, 2009 0:44:44
IMAGE(http://submarine.sandwich.net/art/ImageMacros/SlowpokeSaruhk.gif)

I detect snark.
#939

dead_radish

Mar 01, 2009 8:20:11
There are many many threads out there devoted to why a ring/belt of cure minor doesn't work. Any one of them will do a good job explaining it.

In essence, it boils down to "calculating by spell level is not the first way to price." First thing you do is compare to existing items. It's very similar to a ring of regeneration, which means it should cost around 90k at a minimum, and it's much faster, so you're looking at a significant increase in price over the ring.
#940

kuros81

Mar 01, 2009 9:31:29
There are many many threads out there devoted to why a ring/belt of cure minor doesn't work. Any one of them will do a good job explaining it.

In essence, it boils down to "calculating by spell level is not the first way to price." First thing you do is compare to existing items. It's very similar to a ring of regeneration, which means it should cost around 90k at a minimum, and it's much faster, so you're looking at a significant increase in price over the ring.

This makes some sense.

But can someone square that with WotC's strange offering of a 750gp healing belt?
#941

ninjadebugger

Mar 01, 2009 9:42:46
This makes some sense.

But can someone square that with WotC's strange offering of a 750gp healing belt?

Item based healing is trivial in spellcaster edition, thanks to wands of lesser vigor giving you 11 HP per charge. If you are willing to spend the cash and annoyance of keeping track of charges on sixty healing belts, more power to you.

That does not, however, mean that an item that effectively grants Fast Healing 1 should only cost 1000 GP. One of these things is not like the others.
#942

kuros81

Mar 01, 2009 10:11:57
Item based healing is trivial in spellcaster edition, thanks to wands of lesser vigor giving you 11 HP per charge. If you are willing to spend the cash and annoyance of keeping track of charges on sixty healing belts, more power to you.

That does not, however, mean that an item that effectively grants Fast Healing 1 should only cost 1000 GP. One of these things is not like the others.

Except it doesn't grant Fast Healing 1, as discussed above.

Yes, I understand the differences, but I plugged in the formulae given in the DMG and voila. I'm sure your hairtrigger condescension serves you well in the workplace or in your personal life, however.

Still I'm not convinced re: allowing the 750gp Healing Belt at all. With wands you need to actually, you know, have the spell on your spell list. And again I think this is another of the more damning things about the cure minor infinitum item.
#943

phaedrusxy

Mar 01, 2009 13:57:34
Still I'm not convinced re: allowing the 750gp Healing Belt at all. With wands you need to actually, you know, have the spell on your spell list. And again I think this is another of the more damning things about the cure minor infinitum item.

Yes, of course your silly item is overpowered as hell. That isn't even going to get an argument out of most people. As to the belt... it's fine. I'd say with the MiC, WotC realized how overpriced they'd made most of the core items, especially when you start comparing them to stuff in the later splatbooks, and that's why the stuff in there is so cheap. And you can also activate the wand with a DC 20 UMD check.

Also, I don't see why this is in this thread. There are dozens of threads devoted specifically to things like "OMG the MiC is so overpowered!" or "Healing belts are the broke-zors!". You should post this in one of those, instead of cluttering up this compilation with it.
#944

sofawall

Mar 01, 2009 20:37:10
I'd also like to point out the continuous-use Ring of True Strike as a reason why item pricing guidelines should be taken with a grain of salt.
#945

lormador

Mar 02, 2009 8:49:48
Well way to go guys.... I'm the player who had managed to get those items through, and here I only got to use my Gauntlet of Endless Inflict Minor Wounds to recharge my ogre zombie once!

I was going to make a Gauntlet of Endless Cure Minor Wounds next, until you silly nerf-happy CO people ruined my fun ;) but at least, now, the Healing Belt is allowed in the game, which is all I wanted in the first place.
#946

eldariel

Mar 02, 2009 9:26:42
The reason for Belt's pricing is rather simple: it was designed as an enabler for non-Cleric parties. If you've read the "Warrior Campaigns"-part behind Complete Warrior, you can notice that the information there can pretty much be condensed to "Don't get hit."

Once WoTC realized that that's not really a viable alternative and they realized that Clerics have better things to do than to Healbot, they decided to give every class an easily accessible source of healing. It's a sort of 4Eism; gives everyone some ability to heal everyone, and price is made low enough so everyone can get one for sure. It frees up the casters' actions for offense while the hurt guy can fix himself up, and it means that you don't necessarily need UMD or a caster with CLW/LV in the party for healing purposes.

I personally like the change. Doesn't hurt that it gives characters some self-sufficiency even in Clericed-up parties. That said, I've extended the "24 hour rule" to Healing Belts so you can effectively only ever use 1.
#947

kuros81

Mar 02, 2009 10:01:07
The reason for Belt's pricing is rather simple: it was designed as an enabler for non-Cleric parties. If you've read the "Warrior Campaigns"-part behind Complete Warrior, you can notice that the information there can pretty much be condensed to "Don't get hit."

Once WoTC realized that that's not really a viable alternative and they realized that Clerics have better things to do than to Healbot, they decided to give every class an easily accessible source of healing. It's a sort of 4Eism; gives everyone some ability to heal everyone, and price is made low enough so everyone can get one for sure. It frees up the casters' actions for offense while the hurt guy can fix himself up, and it means that you don't necessarily need UMD or a caster with CLW/LV in the party for healing purposes.

I personally like the change. Doesn't hurt that it gives characters some self-sufficiency even in Clericed-up parties. That said, I've extended the "24 hour rule" to Healing Belts so you can effectively only ever use 1.

Well, I've been converted. Somehow the reason in this post (and in dead radish's) succeeded in convincing me where others' have not.

Before this I was sticking mostly to the formulae in the DMG, which seemed to work well. Until now. And by the formulae I couldn't understand why WoTC (the weight of their authority is otherwise featherlight) would give out such a cheap but powerful item.

I'd also like to point out the continuous-use Ring of True Strike as a reason why item pricing guidelines should be taken with a grain of salt.

Yes, but the real problems there are true strike the spell and the 1 round duration. True Strike is not like any other spell, and personally I don't allow it into my games. Plus any item taking a spell balanced by its short duration is going to have problems.
#948

sofawall

Mar 02, 2009 18:15:44
Well, True Strike is fine, mainly because it takes up an action. I mean, it IS hugely powerful when used right, like Quickened with a ray, but it's hardly game breaking.

Again, add it in an item though...
#949

thedragonmaster

Mar 09, 2009 11:29:37
I allow items of continuous True Strike in my game. It's only a question of wording. True Strike gives you a bonus to your next attack roll within one round. Thus, the continuous item of True Strike gives you a bonus on your next attack within the timeframe you wear the item. Thus, it is the most pointless one-shot item available. And if you think I'm wrong, it's my interpretation. I do this to my players a lot.
#950

sofawall

Mar 09, 2009 19:12:38
And I would, as a player, make a few of these and use the feat Quick Draw to take off/put on every attack.
#951

lormador

Mar 09, 2009 21:41:59
Quick draw doesn't say anything like that at all- it refers only to drawing weapons, some of which may be hidden.

Quick Draw
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

While it would be a lot more fun to just let characters fly around donning and using all kinds of crazy items, nothing in this feat implies that a character would be able to bring forth and activate various True Striking items while using a full attack, unless these items were weapons themselves.

Perhaps if the DM shared the belief that using True Striking items was cool, I might enchant up some weapons like this and give them an Ioun-Stone-like revolving enchantment, so I could draw a string of melee weapons and attack with them, having each then orbit. I could use Steeldance, too!
#952

werebat

Mar 09, 2009 23:48:43
Yes, of course your silly item is overpowered as hell. That isn't even going to get an argument out of most people. As to the belt... it's fine. I'd say with the MiC, WotC realized how overpriced they'd made most of the core items, especially when you start comparing them to stuff in the later splatbooks, and that's why the stuff in there is so cheap. And you can also activate the wand with a DC 20 UMD check.

Also, I don't see why this is in this thread. There are dozens of threads devoted specifically to things like "OMG the MiC is so overpowered!" or "Healing belts are the broke-zors!". You should post this in one of those, instead of cluttering up this compilation with it.

I haven't seen the reverse question yet, though -- if the Healing Belt is balanced at 750 gp, how is the Ring of Mystic Healing (from the same book) balanced at 3500 gp? Seems like it's WAY overpriced if the belt is only 750, since it's arguably the weaker of the two items.

(Our local fix -- Healing Belt is allowed but it costs the same as the Ring of Mystic Healing (3500 gp). Most characters eventually get one anyway.)

- Ron ^*^
#953

zendu

Mar 10, 2009 15:27:16
Note that the ring works with mass healing (such as insignia of healing).
#954

eldariel

Mar 10, 2009 16:20:47
It's the fact that the Ring increases your CL for healing magic; something that'll help you constantly and "adds up" over time. Healing Belt just improves the Heal-skill, something that's practically never worth using anyways if divine casters are around. So yea, Ring's bonus is vastly superior to Healing Belt's bonus, hence the extra cost.
#955

true_shinken

Mar 13, 2009 23:52:48
Organripper (Sinister Spire, page 20) is a dagger +1 that basically gets you +1d6 sneak attack (though it ain't named as such) for only 3302 gp.
#956

dx2052

Mar 16, 2009 11:30:27
Organripper (Sinister Spire, page 20) is a dagger +1 that basically gets you +1d6 sneak attack (though it ain't named as such) for only 3302 gp.

For comparison, a +1 Assassination weapon costs 8000 AND it requires you have sneak attack already.
#957

dark_and_stormy

Mar 19, 2009 2:53:21
Just a thought:
Magical Schema's from Magic of Eberon.
Whilst I think we'll all agree 400gp for a 1st level spell is good, consider 400gp for a spell that lasts all day: Undetectable Alignment.

Going from that, I looked for a bunch of other spells that might be considered, but the only one I consider 'Bargain-ish' is strangely...

6th Level Schema: Energy Immunity.
For 26K, become immune to for 24 hours.
5 of these for ~130k.

By comparison, a Ring of Energy Immunity (to one of the 5 types) is listed in the EPIC Handbook at 240,000gp.
And the Universal Immunity Ring (5 Types) is still only Caster Level 20, and costs 2.1 Million Gold !!!

Discuss.

P.S. - Any other people think of nifty 24-hour spells a schema is ideally suited for ?
#958

phaedrusxy

Mar 19, 2009 11:07:02
Mind Blank is a nice spell to put in a 1xday item, but there is a fairly cheap item of continuous Mind Blank (some Hathran mask). So I don't know if it would compare.
#959

zendu

Mar 28, 2009 1:25:12
Okay this is a fairly obscure pick, so I hope it hasnt been mentioned.

Scorching Ballista (6,000 gp HoB 136)

The operator of a scorching ballista makes an attack roll as normal for firing a ballista -4 for non-prof probably ; however, he need only succeed on a [b] ranged touch attack] to strike his target.

Sure it has a minute cooldown, but giving the rouge a touch attack (maybe at +2 with a feat and a crew!) seems like a pretty good deal for 6k. It seems like there should be a rule about siege engines not doing precision damage, but i cant find it.
#960

true_shinken

Mar 29, 2009 17:12:40
Okay this is a fairly obscure pick, so I hope it hasnt been mentioned.

Scorching Ballista (6,000 gp HoB 136)

The operator of a scorching ballista makes an attack roll as normal for firing a ballista -4 for non-prof probably ; however, he need only succeed on a [b] ranged touch attack] to strike his target.

Sure it has a minute cooldown, but giving the rouge a touch attack (maybe at +2 with a feat and a crew!) seems like a pretty good deal for 6k. It seems like there should be a rule about siege engines not doing precision damage, but i cant find it.

This reminds me of The Gamers... "You are going to backstab him with a ballista?!"
#961

Kerrus

Mar 29, 2009 19:55:59
More obscure- something I mentioned on Bunko's post on the other forum.

Gremma's Cauldron (5,000 gp, EtUM 217)

A user who has the Brew Potion feat can use the cauldron to brew a potion in half the time. Those without the feat can use the cauldron to brew potions as if they did have the feat, though all normal requirements for creating potions apply (including the standard 8-hour creation time).

Anyone can use the cauldron to convert the magical energy in a scroll into a potion. Doing so requires a scroll, magical reagents worth to the difference in creation cost between a scroll of that spell and a potion of that spell, and spending XP equal to 1/25th of this cost difference.

Once per day the cauldron can create a potion of cure light wounds. This requires magical reagents worth 25 gp, which must be stewed in the cauldron for 4 hours.

Prerequisites: Bew Potion, minor creation or major creation. Cost to create: 2500 gp, 200 XP, 5 days.
#962

dr_rocktopus

Mar 31, 2009 13:43:56
This reminds me of The Gamers... "You are going to backstab him with a ballista?!"

It's funny till it happens, then it's absolutely hilarious.

For my small token, I humbly submit the Glyph Seals from the MIC. Any spell means any spell.
#963

tshern

Mar 31, 2009 14:15:41
Details?
#964

dr_rocktopus

Mar 31, 2009 14:29:43
MIC(Pg161)glyph seal. Greater 4k, lesser 1k.
I'm paraphrasing its description here very briefly.
[INDENT]"A Glyph Seal allows you to convert any arcane or divine spell (sorry artificers) of up to 2nd (up to 5th for greater glyph seals) into a symbol as per a glyph of warding."[/INDENT]
It says any. And it turns out that there's no errata. You can literally buy a non-magical bandoleer, key them days or weeks beforehand with situational buffs, and just give them a tap as a free action to set them in place against your non-living, non-magical bandoleer. Or ask you cleric to prep one with divine power in it. These are vanilla examples Turns out that any is a pretty strong word that game designers shouldn't use.

I feel weird quoting\paraphrasing myself.
#965

grifter730_dup

Mar 31, 2009 14:35:18
For my small token, I humbly submit the Glyph Seals from the MIC. Any spell means any spell.

I never did understand how this works, and I still don't. So you cast a spell, and it becomes a glyph. You put the glyph on an item/person/etc. When something happens that would cause the glyph to release the spell, it gets released. Is that it?

For instance: I could cast True Strike as a glyph, and put it on my sword. I can have the glyph be activated when the sword is drawn. So when the sword is drawn, it casts True Strike. Is this how it works?
#966

dr_rocktopus

Mar 31, 2009 15:15:49
Yes, it works just like the spell glyph of warding, so my understanding is that it only triggers off of creatures, though I'm now unsure. This may be way worse than I thought, actually!
#967

rymosrac

Mar 31, 2009 16:23:56
The trigger flexibility, combined with the fact that the glyph seal explicitly allows ANY arcane or divine spell, and not just the harmful ones that the spell glyph of warding requires, should ensure that you can use this to trigger buffs on party members. Excellent find.
#968

dr_rocktopus

Mar 31, 2009 16:26:22
Well, the really upsetting trick is to use sanctum spell and an a flick of the wrist to "buff" the enemy mage with transformation.

No. I lied. There's nothing about glyph seals that isn't upsetting. You can do virtually bloody well anything with them.
#969

rymosrac

Mar 31, 2009 17:56:46
Indeed. They may very well be approaching the absurdity that is Craft Contingent Spell.

Edit: Crap, transformation is a 6th level spell, and therefore too high to be used with Glyph Seals. Does anyone get it at a lower level?

2nd Edit: Never mind - the greater glyph can be used with 5th or HIGHER level spells. Holy crap. Want.
#970

dr_rocktopus

Mar 31, 2009 18:24:43
Well, initially I was assuming that you'd cast it as a 5th level spell, albeit from a 6th level slot, using sanctum spell.
But are you telling me I've been misreading these things for months and they allow fifth or higher?!
Craft contingent spell normally at least forces the spells to play by accepted targeting rules. Glyph Seals just... do things. Strange and arcane things carved in terrible star-spun runes across the sky.
#971

daniel678

Mar 31, 2009 18:46:08
Wow... these things are re-useable contingent spells. I don't see why you couldn't attach one of these to your weapon and have true strike activate when you draw your sword. Or put one on your spell component pouch and have timestop activate when you reach for a spell component. Heck, why not have a mirror image/blink/anything activate when a non-party member gets within 5 feet?
#972

SIKBUZ

Mar 31, 2009 18:48:15
Huh.. Holy hell..

Glyph of Warding up to 2nd level spell.. Greater Glyph of Warding 5th or higher..

Has this never been errata 'd?

Wow.. What a find - that is a tad scary..
#973

dr_rocktopus

Mar 31, 2009 18:48:55
No reason not to. Absolutely none. These things are a smoking hole in the fabric of the game and should be disallowed by right-thinking men. If they are not, they are certainly a bargain! There's a reason it's in my Black Tactica for the War Weavers. I'm wondering if my tactica may need its own thread.......
#974

SIKBUZ

Mar 31, 2009 19:04:43
It may do.. :D

And I would have thought the Greater should be "5th level or lower"
#975

dr_rocktopus

Mar 31, 2009 19:06:29
That's how I've always read it, actually. Can someone pull a precise transcript of that particular line? I think it's important enough to fall under Fair Use law at this point, as fair use classically includes the prevention of gamemaster suicides or -attacks.
#976

daniel678

Mar 31, 2009 19:31:00
Price (Item Level): 4,000 gp (8th)
A greater glyph seal functions like a glyph seal, with the following exceptions: It can be keyed with any spell of 5th level or higher, it functions as the greater glyph of warding spell,

Once activated, the now-empty glyph seal can be retrieved

Here is the applicable information. This item is crazy.
#977

Balthanon

Mar 31, 2009 19:31:12
Greater Glyph Seal specifically references glyph of warding (functions as a greater glyph of warding), which by extension incorporates the language about harmful spells. It does technically say 5th level or higher, but I think that is pretty clearly a typo. I would say that the wording on the lesser version was intended to invoke that as well-- using it with literally any spell is simply abusing a case of poor editing.

It's still a nice item for 1,000 or 4,000 gold though-- not quite as nice as the spells, but decent.
#978

dr_rocktopus

Mar 31, 2009 20:44:41
I'd love to agree with you, Bal, as that seems reasonable, except that the structure of the item's text implies that the "any" in its description which is given to over-ride the second portion where it specifies that it functions as per glyph of warding. I'm AFB right now, but I'd be happy to talk this over. The issue is I'm not clear on the RAW OR the RAI here. I have no idea what glyph seals were supposed to do, really.

Certainly, I think they were intended to be more limited than they are, and I'm pretty sure it's supposed to be 5th level or lower.... But the errata for MIC is out and has been updated two or three times, which leaves me wondering what they mean here. I think there's a really valid case for presuming you can cast any spell into them, but I'll need to chew back through the wording in the MIC later tonight.
#979

Balthanon

Mar 31, 2009 21:59:18
If the error or confusion was never pointed out to WotC, they wouldn't have known to fix it-- just because erratta has come out, it doesn't mean the book is completely up to date. And at this point, we're not going to get any further answers or for that matter even a clarification from WotC, since they won't answer questions about 3.5 any more.

At this point, the only thing we can really do with situations like this is use our best judgement. As best I can tell, the items were intended to mimic glyph of warding with more limitations (1 level lower for the spell that can be used) with fewer costs (no need to use an extra spell slot or pay the material component costs every time it's used). It fits a pattern from some other MIC items like the artificer's monocle, where they essentially created a magic item that serves as a focus for a spell which otherwise has material component costs.

It can be interpreted otherwise-- but is there really a point to it if you're trying to play a fairly balanced game?
#980

dr_rocktopus

Mar 31, 2009 22:27:50
I think the reading which produces a smoking hole in the game is interesting from a theoretical char-op standpoint, and that even then if properly adjudicated by a careful but maybe slightly stern GM could be very much okay. As for RAI, I'm not entirely sure, but I know that I generally allow them in my campaign to store either harmful spells or buffs that normally target, such as haste, and this has been generally non-problematic.
A cap on the number of glyph seals you're willing to let a player have is going to be in order no matter which reading you use, because even if they just store harmful spells, they're potentially absurd. I think no matter the reading, they're solidly bunko material. Agreed?
#981

Balthanon

Mar 31, 2009 22:33:01
Agreed. Even with the more conservative reading, they're potentially saving you thousands of gold in material component costs.
#982

dr_rocktopus

May 22, 2009 2:56:42
CRYSTAL MASK OF
VISUAL INSIGHT
Price (Item Level): 10,000 gp (12th)
Body Slot: Face
Caster Level: 15th
Aura: Strong; (DC 22) divination
Activation: Swift (command)
Weight: 1/2 lb.
This transparent band extends around the
head at eye level.
When activated, a crystal mask of visual
insight allows you to ignore the effects of
concealment (but not invisibility) on any
creature within 30 feet for 1 round.
Prerequisites: Craft Wondrous Item, true
strike or moment of insight (CP 93).
Cost to Create: 5,000 gp, 400 XP, 10 days.

No times-per-day specified. Screw you, rogues!
#983

tytalus

May 22, 2009 5:43:41
CRYSTAL MASK OF
VISUAL INSIGHT

MIC, if anyone was wondering.
#984

Omen_of_Peace

May 22, 2009 5:56:34
Isn't it more like "thank you", says the rogue ?
After all, concealment prevents SA - so it's perhaps more useful to them than to their foes...
#985

dr_rocktopus

May 22, 2009 9:46:58
I'm perfectly fine with one rogue yelling screw you at the other rogues.
#986

Omen_of_Peace

May 22, 2009 10:11:16
Deal !
#987

corzat_the_gray

Jun 19, 2009 9:08:17
Bump!
#988

vglcat

Jul 29, 2009 20:19:17
Wand of Flame Blade (PH 231 for spell, 4,500gp) Flaming Scimitar in your hands uses melee touch attacks when you attack. The poor man's lightsaber.

whats the rich mans light saber?

EDIT: and the middle class mans light saber for that matter....
#989

dr_rocktopus

Jul 30, 2009 0:09:30
Mo-mo-mo-moooooooooooonnnnnnnnnn blade, from the spell compendium, is the definitive rich man's lightsaber in my mind.
#990

true_shinken

Mar 21, 2010 1:06:21
Goof stuff that should be on the main post:
Organripper (Sinister Spire): 3302 gp for virtual +1d6 sneak attack
Mantle of the Predator (MiC): 8000gp for Hide/Move Silently +5  and virtual +1d6 sudden strike
#991

necrosnoop110

Apr 22, 2010 18:09:36
Any psionic equipment qualify as a steal?
#992

wyrd

Jun 26, 2010 4:47:06
The Skin of Ectoplasmic armor is definately a psionic steal .... +8AC that doesn't count as wearing armor ... for only 3K ... a monk's dream.
#993

manzotin

Oct 21, 2010 7:45:37
OP thread! Here's my suggestion:

Ring of Arming (MIC, pg 122) 5k gold

With a standard action you can swap your current equip with the one stored in the ring: armor pieces, weapons, everything. When activated, the items appears on you perfectly equipped in the right body slots. Kinda like Saint Seya's armors =D

Apart from the obvious effect of not going everywhere in full suit of armor and a scary 2hander, other uses are:
- Instant suit for emergency situations, like night ambushes or that pit fiend that jumps out in the middle of a king's party
- Swap equips for climbing, swimming, sneaking
- more options for energy resistances, objects with daily charges, fighting rust monsters, etc.

I don't know if the price can be addressed as Bunko', but it's for sure an unique and incredibly useful tool for every class.
#994

unundindur

Mar 29, 2012 7:21:26
I didn't see it in the first pages, but Daazzix's Vest from DMG2 is totally crazy for anyone with spell resistance. 25.000 for that effect is absolutely amazing.

Bracers of Murder from Drow of the Underdark is equally nuts for those it benefits, and at 8.000 its a bargain!