Gallery of Regrettably Overpriced Items


Advice

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You can either buy a Ki Mat (10,000gp, sit on it for an hour then roll a d20 to see if you get a ki point back), or you can buy a Meditation Crystal (100gp) and get a point back in one minute without a die roll.

It's a tough decision; take your time.


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Thanks for mentioning the Meditation Crystal, I'll need to suggest that to my Paladin player so he can have more effective Lay On Hands in the day. (He already has 13 at 9th level, but we've had adventuring days where we've burned all of them, so I'd say it's worth the 100 gold investment, or even the 1,000 gold investment to have 23 effective Lay On Hands.)


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While the entry's description could be more clear, I assume that Meditation Crystals are consumables. (They're still very worth it, especially for chained monks.)


Darksol the Painbringer wrote:
Thanks for mentioning the Meditation Crystal, I'll need to suggest that to my Paladin player so he can have more effective Lay On Hands in the day. (He already has 13 at 9th level, but we've had adventuring days where we've burned all of them, so I'd say it's worth the 100 gold investment, or even the 1,000 gold investment to have 23 effective Lay On Hands.)

Do you even need more than one?

It seems like you could just use the same one over and over again? I may be misreading the text, though.


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It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.


avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.

and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point


Lady-J wrote:
avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.
and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point

Doh, it figures that a 100 gold reusable item without repercussions or expenditures was too good to be true.

Even though Slim Jim made the tough decision as a joke, it's been transformed into a reality since it requires your party Cleric to burn his Channel Energy resource for it, which is most likely a bad trade for what Channel Energy can do.


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Darksol the Painbringer wrote:
Lady-J wrote:
avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.
and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point

Doh, it figures that a 100 gold reusable item without repercussions or expenditures was too good to be true.

Even though Slim Jim made the tough decision as a joke, it's been transformed into a reality since it requires your party Cleric to burn his Channel Energy resource for it, which is most likely a bad trade for what Channel Energy can do.

just grab that cleric/wizard mystic thruge from that other thread and get them to do it, it will at least make some use of their channel class feature


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Darksol the Painbringer wrote:
Even though Slim Jim made the tough decision as a joke, it's been transformed into a reality since it requires your party Cleric to burn his Channel Energy resource for it, which is most likely a bad trade for what Channel Energy can do.

Well it depends if it's a full cleric or a multiclass one. If someone took a level of cleric to get Crusader's Flurry, they might have a base 1st level channel ability sitting around that's not really a big resource. It's the PERFECT thing to use it on for them.


It doesn't say that it resets after 24hrs once activated.

A slotless item that lets you regain a stingily-granted daily class ability is normally pretty pricey. I mean, look at that mat.

Pretend your choices were either buying this rug that is a pain to lug around, or getting two wands of this 2nd-level spell called "Meditation" that lets you recover Ki (and monks can cast as a cleric). Casting time 1-minute, and does not lose charge if interrupted.


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24 hour duration, though. So you could burn your remaining LoH before resting and get half of them back the next day, surely?


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Slim Jim wrote:

It doesn't say that it resets after 24hrs once activated.

A slotless item that lets you regain a stingily-granted daily class ability is normally pretty pricey. I mean, look at that mat.

Pretend your choices were either buying this rug that is a pain to lug around, or getting two wands of this 2nd-level spell called "Meditation" that lets you recover Ki (and monks can cast as a cleric). Casting time 1-minute, and does not lose charge if interrupted.

Ya it does :(

Meditation Crystal wrote:
Though this focus is usually a hand-sized crystal, the exact form (such as a wooden idol, an iron disk, and so on) may vary for some religions. A monk or paladin of the cleric’s faith may concentrate upon an activated meditation crystal, taking no actions for 1 minute, and regain 1 ki point or one use of lay on hands. Once activated, the crystal retains its energy until a monk or paladin uses it for this purpose or 24 hours pass.


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Slim Jim wrote:

It doesn't say that it resets after 24hrs once activated.

A slotless item that lets you regain a stingily-granted daily class ability is normally pretty pricey. I mean, look at that mat.

Pretend your choices were either buying this rug that is a pain to lug around, or getting two wands of this 2nd-level spell called "Meditation" that lets you recover Ki (and monks can cast as a cleric). Casting time 1-minute, and does not lose charge if interrupted.

The spell is Replenish Ki: 4th level cleric, 1 min cast, regain 2 ki.

The Master's Name is the item for regaining ki. 25,000 gp is pricy but 1/2 your pool for an 1hr meditating.


graystone wrote:
Slim Jim wrote:

It doesn't say that it resets after 24hrs once activated.

A slotless item that lets you regain a stingily-granted daily class ability is normally pretty pricey. I mean, look at that mat.

Pretend your choices were either buying this rug that is a pain to lug around, or getting two wands of this 2nd-level spell called "Meditation" that lets you recover Ki (and monks can cast as a cleric). Casting time 1-minute, and does not lose charge if interrupted.

The spell is Replenish Ki: 4th level cleric, 1 min cast, regain 2 ki.

The Master's Name is the item for regaining ki. 25,000 gp is pricy but 1/2 your pool for an 1hr meditating.

would be more palatable without the need to meditate, or the cost went down but 25000g and the need to meditate for an hour to regain just a few ki points seems like a poor deal


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BigNorseWolf wrote:
Bill Dunn wrote:


But don’t forget the 18 javelins for 36 lbs and 6 bows or staves for at least 18 lbs more.

Because anyone with a bow uses javelins and staves for....?

The cleric, who can't fight constructs with a freaking staff of life.

If you are playing a Magus, you probably have both a bow and several staffs.

Shadow Lodge

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How about the Belt of Fallen Heroes? At 21k, you can get 6 hours of an Unseen Servant, only THIS one warns you about everything! Sure, the +1 to all saves is an insight bonus, meaning it stacks with all your resistance ones, but if a GM put it a treasure pile, I'd half-expect them to add, "but the Fallen Hero's warnings are high-pitched, nonstop, and really annoying."

Also, it being a belt means your Belt of Physical Enhancement isn't budging.


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As a magus picking up a bow would require putting down the scimitar. Which i understand are permanently bolted onto the magi's hands from birth...


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BigNorseWolf wrote:
As a magus picking up a bow would require putting down the scimitar. Which i understand are permanently bolted onto the magi's hands from birth...

I thought they removed the have and replaced it with the scimitar like a hook hand. ;)

Sovereign Court RPG Superstar 2009 Top 32

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The Shifty Mongoose wrote:
How about the Belt of Fallen Heroes? At 21k, you can get 6 hours of an Unseen Servant, only THIS one warns you about everything! Sure, the +1 to all saves is an insight bonus, meaning it stacks with all your resistance ones, but if a GM put it a treasure pile, I'd half-expect them to add, "but the Fallen Hero's warnings are high-pitched, nonstop, and really annoying."

Hey! Listen!

Watch out!

Hey! Listen!

A POIsonous snake!


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Kurald Galain wrote:
The Shifty Mongoose wrote:
How about the Belt of Fallen Heroes? At 21k, you can get 6 hours of an Unseen Servant, only THIS one warns you about everything! Sure, the +1 to all saves is an insight bonus, meaning it stacks with all your resistance ones, but if a GM put it a treasure pile, I'd half-expect them to add, "but the Fallen Hero's warnings are high-pitched, nonstop, and really annoying."

Hey! Listen!

Watch out!

Hey! Listen!

A POIsonous snake!

And, being a belt, "You're really putting on the pounds, I barely fit on you! Do you want to have a heart attack?"

Does give you a +1 insight bonus on your save vs cardiac arrest, though.


Fuzzy-Wuzzy wrote:
Kurald Galain wrote:
The Shifty Mongoose wrote:
How about the Belt of Fallen Heroes? At 21k, you can get 6 hours of an Unseen Servant, only THIS one warns you about everything! Sure, the +1 to all saves is an insight bonus, meaning it stacks with all your resistance ones, but if a GM put it a treasure pile, I'd half-expect them to add, "but the Fallen Hero's warnings are high-pitched, nonstop, and really annoying."

Hey! Listen!

Watch out!

Hey! Listen!

A POIsonous snake!

And, being a belt, "You're really putting on the pounds, I barely fit on you! Do you want to have a heart attack?"

Does give you a +1 insight bonus on your save vs cardiac arrest, though.

I'm a helper!

EDIT: to fix a coding issue


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The Shifty Mongoose wrote:
How about the Belt of Fallen Heroes? At 21k, you can get 6 hours of an Unseen Servant, only THIS one warns you about everything! Sure, the +1 to all saves is an insight bonus, meaning it stacks with all your resistance ones, but if a GM put it a treasure pile, I'd half-expect them to add, "but the Fallen Hero's warnings are high-pitched, nonstop, and really annoying."

"Starting combat... just kidding!"


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An efficient quiver (or two) is useful if you have many kinds of arrows:

blunt
silver
cold iron
adamantine
poisoned
ghost oil (can't remember the name)
human-bane
demon-bane
...

Quote:
Because anyone with a bow uses javelins and staves for....?

Equipping NPC rebelling slaves and rescued prisoners

Edit: also the stave section can hold a backup bow


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whew wrote:
ghost oil (can't remember the name)

Ghost Salt, probably.

whew wrote:
Edit: also the stave section can hold a backup bow

And a pokin' stick. Never know when you need that suspicious button poked from a few feet away. The space likely isn't long enough for a full 10' pole, but quarterstaves are free and probably good enough for the job.


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Kurald Galain wrote:


Smuggler's Collapsible Robe. What this lets you do is escape from combat... but only into the robe. Anything that's actually a threat to you is likely to either take the robe with them or destroy it, either of which puts you right back in the same predicament. It's not a bad ability per se but it really isn't great either (compared to e.g. a scroll of dimdoor), what's shocking about it is the price. How many smugglers do you think have 48000 gold just lying around for a haphazard pseudo-escape?

There are several other uses that i can see, and you are also forgetting the bonus that the robe does not detect as magical when in use

-Its a safe place to sleep
-You can put a STR based character with their entire inventory into the robe (including bags of holding, although they wont be able to access them while they are inside the robe space) and have the wizard take them wherever (teleport, overland flight, planar shift, invisibility, etc.)
-You can poke a robe through much smaller cracks than you can poke a medium sized creature through. Say, under that door that can only be unlocked from the inside?
-Grappled by a better grappler? Robe
-Suddenly ejected into the vacuum of space? Robe
-Falling? Robe
-Drowning? Robe
-Trash Compactor? Robe
-NPC escort mission? Robe
-Unwelcome visit from the town guard? Robe
-Unwelcome visit from the in-laws? Robe

48,000 GP is still a really high price, but a few of those uses are typically accomplished with spells or other highly priced items and it can do all of them multiple times a day


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Wary Ring

Take a Ring of Mind Shielding, increase its price by 6,600g, and make it constantly pester the wearer with conspiracy theories. In exchange for the dramatic price increase, and having Alex Jones constantly talking in your head, it can read any script. It, not you, and it's a sentient item that's "distrustful of everyone". Just get a few scrolls of Comprehend Languages and you could read that stuff yourself. I guess it can cast Timely Inspiration three times per day at CL9 for a +1 bonus. They couldn't make it CL10 at least?

As a sentient item it does count as another set of eyes and ears looking out. But given its description it sounds like it would be more distracting than helpful in a lot of situations.

>Lawful Good


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"What does it say?"

"You don't wanna know."


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Lady-J wrote:
avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.
and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point

Fill it before you sleep, then sleep. You have have 16 (or 22 with Ring of Substance) hours to use them at no cost beyond the crystal.

Evangalist Cleric has stunted channel energy that can make it a better deal to pass their uses off to a Paladin ally (true for any cleric that needs the mercy's benefit). You could also have an Oath of Vengence Paladin turn it into extra smites.

Requires some finesse to use, but definitely a worthwhile 200 GP item


deuxhero wrote:
Lady-J wrote:
avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.
and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point

Fill it before you sleep, then sleep. You have have 16 (or 22 with Ring of Substance) hours to use them at no cost beyond the crystal.

Evangalist Cleric has stunted channel energy that can make it a better deal to pass their uses off to a Paladin ally (true for any cleric that needs the mercy's benefit). You could also have an Oath of Vengence Paladin turn it into extra smites.

Requires some finesse to use, but definitely a worthwhile 200 GP item

it costs 100 gold not 200, and i'm pretty sure you can only fill it with one charge at a time


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The Shifty Mongoose wrote:

How about the Belt of Fallen Heroes? At 21k, you can get 6 hours of an Unseen Servant, only THIS one warns you about everything! Sure, the +1 to all saves is an insight bonus, meaning it stacks with all your resistance ones, but if a GM put it a treasure pile, I'd half-expect them to add, "but the Fallen Hero's warnings are high-pitched, nonstop, and really annoying."

Also, it being a belt means your Belt of Physical Enhancement isn't budging.

Side note: The only belt of that name that I can find gives you Spiritual Ally 3/Day,which is a 4th grade spell. Probably still overpriced, but more useful than a cantrip.


Lady-J wrote:
avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.
and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point

I'm playing a Paladin 7/Pei-Zin Oracle 1 who can currently raise 2 people per day with Ultimate Mercy. I'm seriously considering a dip into Angelfire Apostle Cleric and one of these to make it 3.


vagabond_666 wrote:
Lady-J wrote:
avr wrote:
It's a channel focus and they're reusable. It needs someone of the right religion to charge it with channel energy for each use though.
and unless the person is like a couple level dip into cleric or a hopitler paladin it seems silly to trade a channel energy charge for a lay on hands or a ki point

I'm playing a Paladin 7/Pei-Zin Oracle 1 who can currently raise 2 people per day with Ultimate Mercy. I'm seriously considering a dip into Angelfire Apostle Cleric and one of these to make it 3.

can you link pei zin so i know what you are talking about?


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vagabond_666 wrote:


I'm playing a Paladin 7/Pei-Zin Oracle 1 who can currently raise 2 people per day with Ultimate Mercy. I'm seriously considering a dip into Angelfire Apostle Cleric and one of these to make it 3.

If you really need to raise people from the dead three times per day something wierd is going on in your campaign.


http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Pe i%20Zin%20Practitioner

It's on PFSRD as something else with the name filed off.

It gets a bunch of "counts as Lay on Hands"

I've decided against the level of Cleric, since my GM has said I can take Leadership to represent the clergy of the church I've been forming during downtime.

I shall use my 1st level followers to fuel my crystal powered raise dead machine and increase it to Character Level minus one Raise Deads per day. (If I haven't cured death by then, I can have my Cohort be another Ultimate Mercying Paladin I guess...)


WagnerSika wrote:
vagabond_666 wrote:


I'm playing a Paladin 7/Pei-Zin Oracle 1 who can currently raise 2 people per day with Ultimate Mercy. I'm seriously considering a dip into Angelfire Apostle Cleric and one of these to make it 3.

If you really need to raise people from the dead three times per day something wierd is going on in your campaign.

Oh, I'm not raising PCs. We're playing Council of Thieves and I've started a secret church where I'm raising random inhabitants of the city that have died.


vagabond_666 wrote:

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Oracle%20Pe i%20Zin%20Practitioner

It's on PFSRD as something else with the name filed off.

It gets a bunch of "counts as Lay on Hands"

I've decided against the level of Cleric, since my GM has said I can take Leadership to represent the clergy of the church I've been forming during downtime.

I shall use my 1st level followers to fuel my crystal powered raise dead machine and increase it to Character Level minus one Raise Deads per day. (If I haven't cured death by then, I can have my Cohort be another Ultimate Mercying Paladin I guess...)

hmm interesting altho if i were to use this i would not be able to use spirit guide archetype which is unfortunate

Sovereign Court RPG Superstar 2009 Top 32

Tacticslion wrote:


I'm a helper!

EDIT: to fix a coding issue

Sorry for badgering you but it's actually this one: https://www.youtube.com/watch?v=F64wDQJLWMQ


here's something for your bag of holding... Alter of the Dawnflower. Only $10000 & 250lb for "+3 bonus on Diplomacy checks to redeem an evil creature or change the attitude of a creature opposed to the Sarenite faith. Creatures who rest or receive long-term care (with the Heal skill) within 60 feet of the altar also regain 1 additional hit point per level each day." Does this mean you need a rank in Heal to get the extra HP?... lol...


My Life Is In Ruins wrote:
here's something for your bag of holding... Alter of the Dawnflower. Only $10000 & 250lb for "+3 bonus on Diplomacy checks to redeem an evil creature or change the attitude of a creature opposed to the Sarenite faith. Creatures who rest or receive long-term care (with the Heal skill) within 60 feet of the altar also regain 1 additional hit point per level each day." Does this mean you need a rank in Heal to get the extra HP?... lol...

why not just spend like 2.5k for a +5 bonus and then like 300 for a wand of cure light wounds?


The altar is an NPC item that's supposed to be placed in a temple somewhere.

Notice how it can give that altar blessing to an unlimited number of people at a time (General rules for altars: "A worshiper of an altar’s deity may stand, sit, kneel, or lie prostrate within 10 feet of the altar and speak a prayer to gain a temporary blessing from the altar (treat this as speaking a command word to activate a magic item). The effect of this blessing is described in the individual altar entries. Unless otherwise specified, this blessing ends after 24 hours (or earlier, if dispelled or ended by the actions of the worshiper). The altar can provide its blessing only once per creature per day."), and has no limit except space for the number of people it can heal.
(And no, you don't need the heal skill. Whoever is giving you long-term care needs to have the heal skill.)

So yeah, the price is balanced by the assumption that the altar will be used to buff an entire congregation of the Dawnflower cult - not just a four-member adventuring party.

And besides, you can't carry it with you:
"An altar is always fixed in place; it cannot be moved without losing its magical abilities." - also general altar rules.


Rajnish Umbra, Shadow Caller wrote:

The altar is an NPC item that's supposed to be placed in a temple somewhere.

Notice how it can give that altar blessing to an unlimited number of people at a time (General rules for altars: "A worshiper of an altar’s deity may stand, sit, kneel, or lie prostrate within 10 feet of the altar and speak a prayer to gain a temporary blessing from the altar (treat this as speaking a command word to activate a magic item). The effect of this blessing is described in the individual altar entries. Unless otherwise specified, this blessing ends after 24 hours (or earlier, if dispelled or ended by the actions of the worshiper). The altar can provide its blessing only once per creature per day."), and has no limit except space for the number of people it can heal.
(And no, you don't need the heal skill. Whoever is giving you long-term care needs to have the heal skill.)

So yeah, the price is balanced by the assumption that the altar will be used to buff an entire congregation of the Dawnflower cult - not just a four-member adventuring party.

And besides, you can't carry it with you:
"An altar is always fixed in place; it cannot be moved without losing its magical abilities." - also general altar rules.

graveknight armor is an alter, gravekights move around with that armor on so moving an alter does not remove magial effects from an alter


Rajnish Umbra, Shadow Caller wrote:
My Life is in Ruins wrote:
{stuff about a specific alter allowable by Additional Resources}
...

the post is a bit humorous as this is a thread about overpriced items and I chose something bulky that PCs wouldn't normally purchase although it's perfectly legal (in a home game I crafted one)... once the alter is placed it's immovable but it could be placed in a pocket dimension or on a ship... the benefit is small for the cost and thus meets the thread's criteria. It would be odd to have a temple and no alter but for $10000 I might have it do something else (like cure light wounds 1@1 18/d). Normally about 73 people will fit in a 60ft radius(number reflects -2 for the alter).

The weight at 250lbs is actually not as high as I expected given the density of stone (165lb/cuft for marble) so I assume it's hollow and has filigree work removing much of the stone. A 5ft*10ft*2" slab is 8.33cuft.

Silver Crusade

Lady-J wrote:
Rajnish Umbra, Shadow Caller wrote:

The altar is an NPC item that's supposed to be placed in a temple somewhere.

Notice how it can give that altar blessing to an unlimited number of people at a time (General rules for altars: "A worshiper of an altar’s deity may stand, sit, kneel, or lie prostrate within 10 feet of the altar and speak a prayer to gain a temporary blessing from the altar (treat this as speaking a command word to activate a magic item). The effect of this blessing is described in the individual altar entries. Unless otherwise specified, this blessing ends after 24 hours (or earlier, if dispelled or ended by the actions of the worshiper). The altar can provide its blessing only once per creature per day."), and has no limit except space for the number of people it can heal.
(And no, you don't need the heal skill. Whoever is giving you long-term care needs to have the heal skill.)

So yeah, the price is balanced by the assumption that the altar will be used to buff an entire congregation of the Dawnflower cult - not just a four-member adventuring party.

And besides, you can't carry it with you:
"An altar is always fixed in place; it cannot be moved without losing its magical abilities." - also general altar rules.

graveknight armor is an alter, gravekights move around with that armor on so moving an alter does not remove magial effects from an alter

....???

Graveknights aren't alters, they have an aura and that's it. Alters in this current discussion are specific Wondrous Items that have certain rules attached.


Rysky wrote:
Lady-J wrote:
Rajnish Umbra, Shadow Caller wrote:

The altar is an NPC item that's supposed to be placed in a temple somewhere.

Notice how it can give that altar blessing to an unlimited number of people at a time (General rules for altars: "A worshiper of an altar’s deity may stand, sit, kneel, or lie prostrate within 10 feet of the altar and speak a prayer to gain a temporary blessing from the altar (treat this as speaking a command word to activate a magic item). The effect of this blessing is described in the individual altar entries. Unless otherwise specified, this blessing ends after 24 hours (or earlier, if dispelled or ended by the actions of the worshiper). The altar can provide its blessing only once per creature per day."), and has no limit except space for the number of people it can heal.
(And no, you don't need the heal skill. Whoever is giving you long-term care needs to have the heal skill.)

So yeah, the price is balanced by the assumption that the altar will be used to buff an entire congregation of the Dawnflower cult - not just a four-member adventuring party.

And besides, you can't carry it with you:
"An altar is always fixed in place; it cannot be moved without losing its magical abilities." - also general altar rules.

graveknight armor is an alter, gravekights move around with that armor on so moving an alter does not remove magial effects from an alter

....???

Graveknights aren't alters, they have an aura and that's it. Alters in this current discussion are specific Wondrous Items that have certain rules attached.

This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted.the aura is based on the armor being an alter

Silver Crusade

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Lady-J wrote:
Rysky wrote:
Lady-J wrote:
Rajnish Umbra, Shadow Caller wrote:

The altar is an NPC item that's supposed to be placed in a temple somewhere.

Notice how it can give that altar blessing to an unlimited number of people at a time (General rules for altars: "A worshiper of an altar’s deity may stand, sit, kneel, or lie prostrate within 10 feet of the altar and speak a prayer to gain a temporary blessing from the altar (treat this as speaking a command word to activate a magic item). The effect of this blessing is described in the individual altar entries. Unless otherwise specified, this blessing ends after 24 hours (or earlier, if dispelled or ended by the actions of the worshiper). The altar can provide its blessing only once per creature per day."), and has no limit except space for the number of people it can heal.
(And no, you don't need the heal skill. Whoever is giving you long-term care needs to have the heal skill.)

So yeah, the price is balanced by the assumption that the altar will be used to buff an entire congregation of the Dawnflower cult - not just a four-member adventuring party.

And besides, you can't carry it with you:
"An altar is always fixed in place; it cannot be moved without losing its magical abilities." - also general altar rules.

graveknight armor is an alter, gravekights move around with that armor on so moving an alter does not remove magial effects from an alter

....???

Graveknights aren't alters, they have an aura and that's it. Alters in this current discussion are specific Wondrous Items that have certain rules attached.

This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted.the aura is based on the armor being an alter

"an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power" for the spells consecrate and desecrate are very different things than the Altar Wondrous Items. The latter are specific Altars that have specific rules attached to them.


APPARATUS OF THE CRAB


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Yeah, Graveknight Armor only counts as altar for one very specific power of one very specific monster.

Trying to extrapolate general rules from a twice over special exception doesn't work.


Snakers wrote:
APPARATUS OF THE CRAB

It's a very slow submarine useful for salvaging. Has a lot of DR, but very low HP for a vehicle (only 200). Way overpriced at 90k.

Vehicle pricing is all over the place; an alchemical dragon costs 100,000gp, and the entry tells you almost nothing about what it does other than the fact that it's prone to blowing up. Meanwhile, a war zeppelin is 70,000gp.


Pathfinder Starfinder Roleplaying Game Subscriber

WAR! Good God! What. Is. It. Good. For?


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Wei Ji the Learner wrote:
WAR! Good God! What. Is. It. Good. For?

It's good for you! It's good for me!

Oh war, what is it good for? It strengthens the economy!

Am I the only one going to get that reference? Probably, but I'll keep making it until someone gets it.

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