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I would make this item very expensive as a Continual effect or command word effect. At best you're talking about a ring of regenration that does even more healing than the ring does (but without restoring fingers and toes like that spell does)

http://www.d20pfsrd.com/magic-items/rings/ring-of-regeneration

Beyond that I think:

"2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4."

would apply, as cure light takes 1 standard action, which as a DM I would rule so similar to a round that this line should be considered.

So Lvl 1 * Caster 1 * 2000 * 4 = 8000gp... is where I would start with a minimum cost. But the ring of regeneration is 90k so your actual price should be somewhere in between those ranges.

Just remember the cost is a guide, but does not always work. IE
Cloak/Ring/Boots of true strike = lvl 1 * caster 1 * 4 (1 standard action) * 2000 = 8000 for +20 to hit for each item. I think everyone knows that is just insane so you have to be carefull with making magic items (it seams more so from 1st lvl spells)


So, even if this is a long dead thread. I will put my 2 cents in and hope they are worth 2 cents.

The way we have handled this was to put the spell on the BOW as a +1 enhancement.

As I have seen somewhere that you can not have an enhancement until the item is atleast a +1 this would make your +1 Gravity Bow a lvl 2 item costing 8000 gp + bow cost. This bow will do (for a med creature) 2d6 damage / arrow.

Now compare this to another +2 magic bow that are very common and listed: +1 Flaming Bow doing 1d8 + 1d6 damage / arrow.

When it comes down to it, a gravity bow is actually UNDER powered compared to a more common bow. So I would let you go with it and do it as a weapon enhancement +1.

So I am currently playing a lvl 7 Ranger/Wizard/Arcane Archer (will never do it again). With gravity bow and feats (rapid shot, multishot) I can do at best 4d6 + 2d6 + 2d6 in a round for a total of 8d6.

-now it gets a little more rediculous as I did this to a +3 composite, but we can ignore all that as irrelevant.

With a flaming bow of the same cost it would be (2d8+2d6 flaming) + (1d8 + 1d6 flaming) + (1d8 + 1d6 flaming) for a total of 4d8+4d6

The gravity bow does not overcome any damage reduction where had I picked an element it may have done so meaning I don't always do that much damage compared to our Holy Priest who slices through all the things with /good reductions. When it comes down to it, it is just easier for me to roll and that to me was worth the less damage. I hit with 3 arrows... 6d6, instead of 3d8+3d6 flaming.

-- I realise I have forgotten all the +1 damage from them being +1 bows, but as both are that way I am not going back and editing them all in

Oh and as I read it

Weapon bonus (enhancement) Bonus squared x 2,000 gp +1 longsword
20^2 * 2000 = 800,000 gp for a +20 longsword (truestrike)
--


So I've read through most of the posts on cursed items and none have answered my question but mostly because there doesn't seam to be a system for it.

So I would like some opinions on the following:

I want to give a party of level 5s a little gift without it being too uber and also something that they aren't likely to think of.

Earrings of telepathy (level 5 wizzard spell, CL 9)

So my math on these are. 5 (spell level) x 9 (cl) x 1800 (command word) x 1/5 (use perday) x 1/7 (1 use per week). = 3085 ish, so call it 3100. That's for each earring, so as a party it would be 4 uses a week so plenty to be usefull and shouldn't be overpowered. (Comments apreciated on that)

I was hoping for something worth a bit less and I like there to be negatives to the stuff they are given so -1 con, or -1 will save would be 1000 gp (1000 x bonus squared). Does subtracting that from the cost sound fair (3100 - 1000 = 2100 gp)? Should I deduct a bit more for it being cursed (double cost for nonslot item so 1/2 cost for unremovable slot item?). The original idea was for them to all be part of a single item but worn by everyone, but I still wanted cost around 2k or so.

Well comments are greatly apreciated.

Thanks


Yes, I did mean wizard. Still not used to all the new classes and I still miss all the charts from ad&d :)


So I have looked all over the place and can not find an answer anywhere so I hope this is a new question and not one answered ages ago. If so can someone post a link. :)

I am playing a ranger/mage combo with hopes of taking up arcane archer eventually. Once I do take up aa will I be able to take feats that require a minimum caster level?

Example: 1 level of mage + 6 levels of arcane archer will give me an effective arcane caster level of 5, can I then take create arms and armor feat when a bonus feat comes around or do I need to have 5 actual levels of mage because the +1 spells / day does not count towards feat requirements?

Thanks.