| hanexs |
Hi, in my AOW campaign in Greyhawk city I made a shop called Qualls Tokens and Wondrous Items. Quall sells obviously the quall tokens, as well I made a whole bunch of contingency tokens. Basically these work as scrolls, except that you can put a contingency on them (e.g. teleport me here when I get to 0 HP).
I am trying to insert a token that heals the PC to half (or just does cure moderate wounds). What do you think this should be worth?
Anyone can use it, and a contingency can be set when buying it (e.g. activate when I reach 10 HP).
| Gubbaffet the gnome |
Well hanexs if these always work but are never worn out then, i'd say about 100,000 gold for one that heals half. And about 10,000 for cure moderate. I know you see 100,000 and go WOW! But half health that never runs out is extremely good. But if it's a one time use...say 2,500 for half health and 250 for cure moderate. That's what I would price it.
~GtG
| Grimcleaver |
I like the idea of a Cure associated one rather than a half healing coin for a couple of reasons. The first is that the Cure chain of spells are quantifiable spells that exist in setting which makes the mechanics for determining cost a simple matter of looking at the DMG entries on magic items that contain spells and using that. The second big benefit is that a coin that heals half damage for anyone is a drastically different thing in the hands of say, a first level wizard with cruddy Constitution might only heal 1 hit point, whereas in the hands of a high level figher class it might heal hundreds. That's a big gulf. I think possibly that's why there aren't really any spells that do that sort of thing--it's just strange to try and explain that huge a discrepancy.
Moff Rimmer
|
I totally agree with Grimcleaver.
As far as a cost -- I would probably price it at double a similar potion. My thinking is that it doesn't take up an item slot, it is usable by any character class and it doesn't require activation by the character but it is still a one-shot item. So basically Caster Level X Spell Level X 100 gp for the base value. You should be able to go higher than a 3rd level spell with this. So, for instance, a cure critical effect cast at 10th level would cost 4 x 10 x 100 = 4,000 gp. So it depends on how much healing the person would like to have.
Hope that this helps.
I like the idea of a Cure associated one rather than a half healing coin for a couple of reasons. The first is that the Cure chain of spells are quantifiable spells that exist in setting which makes the mechanics for determining cost a simple matter of looking at the DMG entries on magic items that contain spells and using that. The second big benefit is that a coin that heals half damage for anyone is a drastically different thing in the hands of say, a first level wizard with cruddy Constitution might only heal 1 hit point, whereas in the hands of a high level figher class it might heal hundreds. That's a big gulf. I think possibly that's why there aren't really any spells that do that sort of thing--it's just strange to try and explain that huge a discrepancy.
| Xellan |
Personally, I'd use three things:
First, the feat Craft Contingent Spell. It allows you to place a contingent spell on a person, but in combination with the Craft Wonderous Item feat (or as a House Rule) I can easily see placing it on an item. I don't think it's particularly unbalancing to do so.
Second, I'd base it on the Heal spell. It gives a solid, consistent number of hit points based on caster level.
Third, I'd just go with the standard item creation rules for the Craft Contingent Spell feat to determine market price: Spell Level x Caster Level x 100 gold pieces.
This way, you can sell them with healing in increments of 10HP at a consistent pricing scheme: 600gp for 10HP, up to 12,000gp for a 200HP token.
I know this isn't exactly how you originally presented the idea, but having it at 'Half' someone's hit points makes the pricing highly subjective and potentially unbalancing or unfair. There's a vast disparity between the HP of a wizard/sorcerer and a barbarian. Having it at a subjective 'half' will either hose the wizard (by paying too much for too little) or be a gimme for the barbarian (by paying too little for too much).
| hanexs |
Thank you, the numbers are close to what I was thinking. Yes these are one shot items.
Quall is a halfling in Free City who is having a booming business right now because of these little things! I must admit we are using cure half, and cure whole, which are inherently inaccurate... I probably will have to be more specific in a level or two (e.g. up to 100 HP ect..)
He is charging 1500 GP for the halves, and 4000 for the fulls. I managed to show the PC's that Quall never expected them to be so popular, and he is now considering raising the prices! Which he will be doing shortly!
But not before my PC's bought 2 each LOL! Guess the monsters are going to have even more fun next adventure!