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Sorry for necro, but you can accomplish what you want by taking the human racial feat "Martial Versatility". I suggest a better homebrew would remove the racial requirement.


You make some good points. I guess it depends whether you are pricing based on the utility of the item or the in-game effect of the item.

The in-game effect of the blinkback belt is to automatically teleport thrown weapons back to their sheaths on the belt. Automatically teleporting dropped weapons back to their sheaths doesn't seem like more powerful magic in-game. Of course, the original belt only worked for two one-handed weapons or four light weapons, so extending that to two+ bows would be more powerful and expensive.

From a utility point of view, the blinkback belt is probably so cheap because throwing is usually not very good, and it takes up the very useful belt slot. It makes sense to price for utility because that's how players tend to decide what to buy, but in-game thinking comes more naturally to me.

I guess one of the reasons I'm reluctant to have it priced highly is because, for my character, it's for flavour not mechanics. Still, a lot of gms houserule quick draw as allowing quick sheathe too, so I'll bring that up with him as an alternative.

As an FYI, the flavour I'm going for for my archer paladin is Gilgamesh from Fate/Zero. One of his cool powers is to summon swords from multiple portals to rain down upon his enemies. I figure that I may be able to flavour-text this while mechanically just normally firing arrows from my bow, As the summoned swords are all different, I'd like my character to be able to fire different enchanted shots each round ,which can get expensive with arrow enchants. Anyway, my char will have to earn that awesomeness, I'm a ways off from deserving it yet.

Thanks for contributing to the thread.


Thank you for mentioning that - it's an interesting item. I've listed the items' qualities that I think should affect pricing.

Weaponmaster Gauntlets:
1. draw weapon as a swift action (instead of a move action)
2. sheathe weapon as a free action (whenever you spend a swift to draw)
3. create an extradimensional space that stores 10 weapons of any size

Modified Blinkback:
1. no draw effect (still takes a move action without Quick Draw)
2. sheathe weapon as a free action (effectively)
3. does not create extradimensional space (teleports item to quiver)

I think that the modified Blinkback quality should be priced quite a bit cheaper than the weapon storage property on the gauntlets though, because the gauntlets have a swift draw effect (which is like a half feat) and create an extradimensional space.

Also, the Weaponmaster Gauntlets seem like the kind of item nobody ever buys because its weapon storage effect isn't worth the price.


Yeah, just teleports dropped weapons into the "same size as a bow" pouch, doesn't affect ammo.

Could be upgraded with additional effects like abundant ammo and greatet magic weapon to solve the ammo problem, but that would be very expensive.


Yeah, I know it's not the same as blinkback belt, but I was using that as a price indication for the similar effect. I mainly want it for character theme reasons, so I can fire off different types of arrow using different bow enchants every round. I would use abundant ammo plus greater magic weapon to get plus to hit and damage.


What would be appropriate pricing for the following item, which adds a modified Blinkback Belt to an Efficient Quiver?

Here is the regular Blinkback Belt:

Blinkback Belt wrote:

Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, teleport object; Cost 2,500 gp.

Here is my proposed Blinkback Efficient Quiver (new text italicized)

Blinkback Efficient Quiver wrote:

Aura moderate conjuration; CL 10th
Slot —; Price 11,800 gp; Weight 2 lbs.
DESCRIPTION

This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible.

The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.

When the owner draws a weapon within the quiver and drops it before the end of her next turn, the weapon teleports back within the quiver immediately after it leaves the owner's hands.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, secret chest, teleport object; Cost 5,900 gp.

This item is meant to (effectively) allow a weapon to be sheathed in the Efficient Quiver as a free action. It could allow a switch hitter (with Quick Draw) to go from bow to longsword to bow without spending a move action picking up the bow from the ground, or an archer with multiple bows (and Quick Draw) to shoot an arrow from each (up to their number of iterative attacks) during a full-round attack.

My reading of the Estimating Magic Item Gold Piece Value rules is that the item would cost 11800 GP: 1800 for Efficient Quiver + (5000 for Blinkback Belt x 2 for slotless). This doesn't add anything to the price for the different Blinkback effect though.

Is this a fair price for this custom item? To my knowledge, the only other similar effect is the "called" weapon ability, which is priced as a +1 modifier.


Thank you for your replies. Sorry - I confused unarmed strike with natural weapons when looking at the close weapon group.


When the Martial Versatility feat is taken for the Feral Combat Training feat, does Feral Combat Training:
(a) just apply to all natural weapons; or
(b) apply to all weapons in the Close Weapon Group?

Ultimate Combat wrote:

Feral Combat Training (Combat)

You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.

Prerequisite: Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.

Advanced Race Guide wrote:

Martial Versatility (Combat, Human)

You broaden your study of weapons to encompass multiple similar weapons.

Prerequisites: Fighter level 4th, human.

Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.

Special: You may take this feat more than once. Each time it applies to a different feat.

To put it another way, is the effect of Martial Versatility to alter the benefit of Feral Combat Training like this?:

"Choose one of your natural weapons. While using the selected natural weapon [or any weapon within the same weapon group], you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike."

If this is the case, it could allow, say, a monk taking both feats to apply their increased unarmed strike damage to attacks made with armor spikes or a shield.