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:
Modified Blinkback:
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, 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:
Here is my proposed Blinkback Efficient Quiver (new text italicized) Blinkback Efficient Quiver wrote:
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.
When the Martial Versatility feat is taken for the Feral Combat Training feat, does Feral Combat Training:
Ultimate Combat wrote:
Advanced Race Guide wrote:
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. |