
RogerC |

While we wait, I thought it might be fun to look at some wondrous items in the SRD as though they were entrants in the contest, and pretend to be judges.
First, some losers:
Bag of Holding: Incredibly popular, but essentially a very prosaic item. The fixed weight is a nice mechanic. The interactions with the Portable Hole are needlessly-convoluted. The aura of conjuration is a bit strange. All in all, I'd say the Handy Haversack is a better superstar. Thumbs down.
Belt of Dwarvenkind: Thematically pure, but there's an awful lot going on with this one. Too much, in my opinion. Compared to other items that provide darkvision, I think it's underpriced. The aura of divination borders on bizarre. I kinda like the idea but I don't like this implementation. Thumbs down.
And some winners:
Dust of Dryness: A clever little item with some clever uses. I like the theme here and how it is used. The abilities show a nice variety, with a combat application and a non-combat application. As a DM who knows a character has this, I can think up some locations and encounters that would bring it into play. And as a one-charge item (more or less) it's reasonably-priced and won't break the game. Thumbs up.
Glove of Storing: A good simple idea that is well-implemented. It might be a bit overpriced -- I'd let this into my game priced at one or two thousand, I think. As a DM, I can think of some good uses a villain could put this to. Appeals to a wide variety of character concepts. Thumbs up.
Feel free to play along, everyone!
Cheers,
Roger

CastleMike |

It's not scientific but I've seen informal polls that most games, generally around half rarely go past level 10 - 12 or so before the spellcasting becomes a real issue for the noncasters. If that is true using suggested wealth by level that really limits some of the magic item utility to players by cost normally topping off around the 8,000 - 16,000 gp range for a sizeable number of games without the player's taking some crafting feats.
Loser: Hand of the Mage, I like what it does and the cost mechanics but not the fluff: the ideal of walking around in public wearing the dead mummified hand of a normally good humanoid elf since they normally live a long time and there aren't very many of them demographically. (Of course if the fluff was that the most common personal enchantment most sorcerers and wizards do or have done to their bodies is enchanting one of their hands with Mage Hand to free up an item slot, a known cantrip for sorcerers and a cantrip for wizards along with the fact enchantment continues to mummify their hand after their death along with working for another sentient being if worn by as a necklasce.
Sovereign Glue: IMO to expensive at 2,400 GP for what it does mechanically compared to what a non magical alchemical substance should be able to do. Sure clever players can come up with uses for it but they could probably come up with better ways to spend 2,400 GP on treasures. Seriously how often has someone forgot to coat the inside of the container holding the substance with Universal Solvent? Gag treasure there.
Winners: Hat of Disguise, Lyre of Building, and the Robe of Useful Items as described in SRD.

CastleMike |

From the SRD:
Lyre of Building
If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate; Price 13,000 gp; Weight 5 lb.
Using suggested wealth by level guidelines and suggested costs for domiciles. IMO after Grand Houses if a player is actually "paying" for a Tower, Keep, Bailey Castle or Grand Castle and not simply acquiring it for little or no cost in game, the opportunity costs in game "usually" make it a poor decision unless the campaign is partly or largely based around the PC domain without using the second paragraph of the Lyre of Building and "constructing buildings" basically makes it a "minor artifact" when you consider the possibilities of construction compounded by some skill ranks to make the DC 18 perform checks and time in game.
Using suggested wealth by level a level 10 PC can have a Lyre of Building. Earlier at level 7 or 8 if one of the PCs takes Craft Wondrous Items feat and casting the Fabricate spell via a NPC or scroll. Even earlier if discounted 30% for alignment.
No PC needs any ranks to use the item for 1 hour a week as per the SRD (100 men for 6 days of construction).
Only a DC18 perform check after the first hour which is easily achieveable in game by non Bards via skill ranks, feats, PRCs, spells or magic items particularly Charisma classes like the Paladin, Sorcerer, Favored Soul, Wilder, Marshal or a non charisma class like the Factotum. Of course hiring a Bard or other max skilled level 3+ performer with a Charisma 14+ is always an option for getting more production out of the Lyre of Building.
Most DMs won't have a problem with PCs building themselves Grand Castles during down time or improving their lands and property as long as they don't abuse the mechanics and become the Merchant Prince Team Construction in game.

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I have always thought the Lyre of Building was way too cheap for what you get. I can't imagine it showing up in my game without thieve's guilds making it their number one priority to steal, or without Romargatlinor (mature adult dagon: color of your choice), its original owner, coming to take it back.
Having just invented Romargatlinor, I now envision that he's a black dragon or shadow dragon, and that he is served by a small mercenary band of destrachan with 5 ranks each in architecture/engineering. The choice is simple: give the dragon what he wants (long series of adventures to find the lyre of building), or have your entire town fall into a really big hole.
There, for some lucky guy banging his head for a unique idea, I've just handed out a huge story arch. I don't want any money for it, but before you introduce the dragon or destrachan, you have to say in front of your players "Ancient Sensei is the wisest dungeon master ever."
One minute of work, a lifetime of memories. I think that's what I love most about this game. Unless it's the cheerleaders. In my campaign we have cheerleaders.
Supply and demand alone makes that thing worth 50,000. More if your party actually has a keep or castle, more still if one of them is clutching the Stronghold Builder's Guidebook and has that funny look in her eye.

CastleMike |

I have always thought the Lyre of Building was way too cheap for what you get. I can't imagine it showing up in my game without thieve's guilds making it their number one priority to steal, or without Romargatlinor (mature adult dagon: color of your choice), its original owner, coming to take it back.
Supply and demand alone makes that thing worth 50,000. More if your party actually has a keep or castle, more still if one of them is clutching the Stronghold Builder's Guidebook and has that funny look in her eye.
I agree an awful lot of value for the cost of the Lyre of Building particularly for a PC with the Leadership feat building fortifications for his subordinates. Even raising the cost or changing the base spell from the the level 5 Fabricate spell to a new "original" level 7 Greater Fabricate spell similar to EPH level 4 Fabricate, Psionic and the level 6 Fabricate, Greater Psionic would only do a liitle to alleviate the benefits of campaign down time since the PCs would normally only be able to acquire a Lyre of Building a few levels later and so would have less time to get a return on their investment with PC retirement.
I've seen a few fixes like the Guild of Wizard's or the King and local nobles control and regulate them loaning them out occassionally for a major favor which works pretty well since it leaves the item in the hands of the DM. (Nice for dealing with the PC who did take the Craft Wondrous Items feat leveling and why he can't go around making them (Against the law)) They are nice for explaining why a NPC VIP is willing to give the PCs a 50,000+ gp Border Fort, Tower or Keep though for basically policing an area. Lot of good information in the Stronghold Builder's Book.

John Lewis 23 |

Everything is better with cheerleaders.
Although technically a rod, one of my all-time favorite items in the DMG is the immovable rod (I've always thought of it as more a wondrous item myself). It's one of those things that I like as a DM because it's true power and usefullness is dependant upon the creativity of the players. In my campaings I've always enjoyed items like that more than ones that just simply give a bonus to something.
Besides a still chuckle to myself when I think back on a time when a PC, hands tied behind his back, his head placed up against the back of a chair, and an immovable rod placed into his mouth pinning him in place. When the rest of the party found him one PC was quick to say, "Hold on a minute guys, he's enjoying some alone time." and walked out the door. Still brings tears to my eyes. Although I have a warped sense of humor.

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Lord Iriam |

Some of the classic wondrous items can be altered slightly to make them more flexible through a greater range of levels, rising them to the fame of superstar.
These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp; Weight 1 lb.
My suggested costs:
Faint illusion; CL 3rd; Craft Wondrous Item, silence; Price 100 gp (+1), Price 400 gp (+2), Price 900 gp (+3), Price 1,600 gp (+4), Price 2,500 gp (+5); Weight 1 lb.
This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility, creator must be an elf; Price 2,500 gp; Weight 1 lb.
My suggested costs:
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 100 gp (+1), Price 400 gp (+2), Price 900 gp (+3), Price 1,600 gp (+4), Price 2,500 gp (+5); Weight 1 lb.
Both items can be made without the creator must be an elf requirement, which isn't necessary other than for the namesake. The cost analysis follows the Estimating Magic Item Gold Piece Values table exactly, making it easy to evaluate the cost list. If wondrous items with bonuses offered more variations in their cost list, adventurer's could find these staples earlier in their careers, and DM's could add them to NPCs and treasure tables found in the SRD.

gbonehead Owner - House of Books and Games LLC , Marathon Voter Season 6, Star Voter Season 7 |

Phylactery of Faithfulness: The item that makes paladins playable.
Necklace of Adaptation: Immunity to drowning, Green Dragon breath weapons, and Cloudkill. What more could you want?
Immunity to cloudkill?? This item is immediately banned from my campaign! That's one of my favorite spells - what DM wouldn't like a spell that does Con damage even if you make your save?
--
Epic D&D - Where It's All About Con Damage

Skaven13 |

Most DMs won't have a problem with PCs building themselves Grand Castles during down time or improving their lands and property as long as they don't abuse the mechanics and become the Merchant Prince Team Construction in game.
I was in a game where we talked about doing just that. We were going to call ourselves "Two Elves and a Dwarf Construction". My bard would create the structures, the other elf would handle the business end, and the dwarf would create the furniture or iron-wrought materials.
Our DM constantly rolled his eyes at us. ;)

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I think the phylactery of faithfulness is the single dumbest item in all of DnD. Dumber than the +3 backscratcher from first edition. Dumber than the Rod of Monochromatic Prestidigitations (turns stuff black and white for one hour).
Who wants to play a paladin with no choices? If they can cast spells, they have the wisdom to know anything the phylactery can tell them. Do you ever really want to hear 'the phylactery gets warm and you think maybe you shouldn't do that.'?
I'd rather turn all my levels to blackguard than own one of those things. I'd rather turn all my levels to commoner. I'd probably rather be a paladin 1 gelatinous cube 4.
But that's just me.

Jayrellim |

Silversheen
This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.
Faint transmutation; CL 5th; Craft Wondrous Item; Price 250 gp.
-OR-
Alchemical Silver Cost Modifiers Type of Alchemical Silver Item Item Cost Modifier Ammunition +2 gp
Light weapon +20 gp
One-handed weapon, or one head of a double weapon +90 gp
Two-handed weapon, or both heads of a double weapon +180 gp.
hmmmmmm.......

Jayrellim |

Shrouds of Disintegration
These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
Strong transmutation; CL 15th; Craft Wondrous Item, disintegrate; Price 6,600 gp; Weight 10 lb.
"...if only we had a Shroud of Disintegration...."
I can't tell you how many times I've heard that over the years!

RogerC |

Silversheen -OR- Alchemical Silver
Well... building alchemical silver right into the weapon does give it a -1 to damage rolls forever, which is quite the drag.
Silversheen could be bumped down a fair bit in price, though. Maybe make the duration more on the encounter scale.
Cheers,
Roger

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Broom of Animated Attack
This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use.
If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the face with the straw or twig end and beating him with the handle end.
The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, 18 hit points, and hardness 4.
Moderate transmutation; CL 10th; Craft Wondrous Item, fly, animate objects; Price 5,200 gp.
Rejected: Joke Item -almost as bad as the Calzone Golem

terraleon Star Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 |

I'd give the Belt of Dwarvenkind a thumbs up-- utility, enhancement, abilities that are all useful in a slot that is otherwise usually only used by combat-centric types. The balance is there for the social effects.
Boots of striding and springing are a simple and elegant item, providing tactical and practical use. The cost is acceptable, and it fulfills a certain mythic role.
The decanter of endless water? This item has a lot of potential, though that potential could easily be turned anachronistic. I'd probably still let it in, given all that potential.
Losers?
Iron Flask-- Still a great mythic role, but that will save is too low. Anything you'd catch you could obliterate.
Helm of Brilliance-- how does it feel to wear a bomb on your head? The badguys you'd face at the level you'd use it will have maximized fireballs, and you've got a 5% chance of glassing your party everytime you take a little fire damage.
Restorative Ointment-- You can get 5 potions of CLW, and 5 potions in any combination of Remove Disease or Neutralize Poison. Is the flexibility really worth it? With the potions, you still get the CLW without sacrificing one of the greater effects.
-Ben.

Midrealm DM |

While we wait, I thought it might be fun to look at some wondrous items in the SRD as though they were entrants in the contest, and pretend to be judges.
.
First, some losers:
.
Bag of Holding: Incredibly popular, but essentially a very prosaic item. The fixed weight is a nice mechanic. The interactions with the Portable Hole are needlessly-convoluted. The aura of conjuration is a bit strange. All in all, I'd say the Handy Haversack is a better superstar. Thumbs down.
.
I'd have to disagree on some points here.
Firstly I would say that items like the portable hole, handy haversack and bag of holding are simply ways to bypass a game mecahnic (ie Encumbrance). The portable hole by far is the best option as a superstar because it requires more time and space to deploy and use than the others, so at least there is a drawback.You say that the Haversack is better than the Bag of Holding, yet the haversack states that it 'is like a bag of holding' which means if you eliminate the bag of holding then you must include all the descriptive and restrictive text of the bag of holding in thre haversack description.
Further I would applaud this author for finally putting down a detailed effect of interaction between extradimensional spaces, as the players handbook only states that it is 'hazardous' (PHB p 273 under Rope Trick spell).
I would reject both bag of holding and haversack in favor of the portable hole, but keep the interactions between extradimensional devices, spells, and effects as a standard.
Conjuration makes perfect sense since you are in effect moving an item to another dimensional space. Teleportation effects are conjuration.
And some winners:
Glove of Storing: A good simple idea that is well-implemented. It might be a bit overpriced -- I'd let this into my game priced at one or two thousand, I think. As a DM, I can think of some good uses a villain could put this to. Appeals to a wide variety of character concepts. Thumbs up.
We have to evaluate the items 'as is' so you can't very well state that it is a 'winner', but then state the price would have to be changed. The author placed it at that price, we must evaluate the item based on that.
At its current price it seems a bit off, though since it is useable as a free action I think I can see what the authour was trying for.I would have to reject this because I don't think the cost effectiveness is truly balanced out. Maybe with some tweaks in either cost or use, but as is - no.

RogerC |

The portable hole by far is the best option as a superstar because it requires more time and space to deploy and use than the others, so at least there is a drawback.
[...] Conjuration makes perfect sense since you are in effect moving an item to another dimensional space. Teleportation effects are conjuration.
Yeah, those are good points.
This must be why the real judges discuss these things with each other.
Cheers,
Roger

CastleMike |

Well it looks like every item in this thread that got a single vote from our Superstar Wondrous Items of the SRD thread received a Golden Ticket and the designer would advance to round 2.
I need to borrow that time machine.
Still time to submit your favorite item since we still have a few hours to kill before noon Pacific time.

ArchLich |

Winners:
Unguent of Timelessness: When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item; Price 150 gp.
Need to keep a friends corpse from going ripe before you get to town? Now you can.
Scarab, Golembane: This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.
Don't have ever weapon made of adamantine? No problem.
Pearl of the Sirines: This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item.
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item, freedom of movement, water breathing; Price 15,300 gp.
Not being afraid of drowning. What more needs to be said? Oh don't drop it... or use it for an identify.
Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.
Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.
Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).
By far the most useful: the boat and the tree. The boat is excellent for water emergencies and the tree is useful for tree striding, blocking doorways, supporting collapsing roofs, firewood and lawn decoration.
Not a winner:
Periapt of Wound Closure: This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between –1 and –9 inclusive. The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.
Moderate conjuration; CL 10th; Craft Wondrous Item, heal; Price 15,000 gp.
Heavy price for little effect.

CastleMike |

I'd forgotten the Ungent was so cheap (Now for commercial applications we just need to tone it down a bit and get it to work as a skin cream or lotion that works for a few hours or a day so we can market it for the ladies on a regular basis). Maybe a 1,000 or 10,000 fold dilution to rake in the big bucks.
I really like the flavor and occasional utility of the Oak Tree token and the boat but not the anchor although it could have it's uses in nautical adventures.

Matrissa the Enchantress |

I think the phylactery of faithfulness is the single dumbest item in all of DnD.
We'll, in one particular situation I've found it is actually quite a useful device that aided roleplaying.
I have a character in a campaign who just became a Paladin at 8th level (we're using a paladin PrC). Before this point the character was not particular "up" with gods and goddesses and prefered to give them, and most clerics a wide berth (Meta-Game I knew she was going to be a Paladin eventually, but in game she didn't initially have a clue). During our adventure, a cleric PC who follows the same goddess "calling" her has been guiding her along the path towards the direction his patron wants her to follow. A few levels ago he uncovered some potentially problematic issues with actions in her recent past which led him to purchase a PoF for her. His plan was to use it to (a) teach her to restrain her deeply held emotional reactions in relevant situations and (b) get used to "asking the goddess" for direction. Two levels later she readily and willingly took up the mantel of paladinhood.
So, I guess you could say it worked for us. :-)
:-j(enni)

varianor |

I'm going to add one to the Bad Items list. (I was going through wondrous items on the SRD.)
Censer of Controlling Air Elementals
For the low, low price of 100,000 gold pieces, I can burn incense in a funny shaped thingy and [u]summon a CR 5 monster[/u]! Whooo hoo! Yay, I can even summon a new one right after the first one is gone as long as I have more incense! (Mind you, I love the flavor of this item, but what a waste of the gp.)
For positive items, take a look at Eyes of the Eagle. It's got a low cost, and it gives a useful but not overpowering bonus. It also has a neat pseudo-life trick. If you take one off (to try to munchkin with a friend), you get dizzy. I see many characters with this item.

Jeremy Clements Star Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 |

Some of the classic wondrous items can be altered slightly to make them more flexible through a greater range of levels, rising them to the fame of superstar.
Boots of Elvenkind
Heh. Did you check out my Gauntlets of Elvenkind in the Losing Items Thread?
In my opinion, I've always loved the simplicity of the swiss army item: Cloak of Arachnida, Robe of Usefull Items (Once used the 10ft pit to make a breach through a "spaceship" hull so the party could escape...), and the almighty Handy Haversack!
=)

William Cronk RPG Superstar 2008 Top 32 aka Spar |

I hate to say it, but Cloak of Elvenkind, Boots of Elvenkind, Boots of Levitation, Bags of Holding all drive me nuts. The number of times I have been in campaigns and seen these things abused is amazing.
My favourite item is the old crystal ball, and that is from a DMing situation rather than any rule mechanics. I had a player group foul up and let the big bad guy figure out who they were. The big bad guy used to ball to scry them and thwart every move they made. after many attempts to figure out what was going on, one of them attempted to see if they were being scryed and succeeded. They immediately went and tried to gain non detection magic. Later they caught one the big bads henchmen and learned he had been scrying them for over a year game time. The character shad a fit. All I have to do with those guys is mention crystal ball, and they cringe. Like I said favourite for pure memory :)
Cool thread BTW guys.
WC

Daniele Nanni RPG Superstar 2008 Top 32 aka Qor |

The Hat of Disguise is on my "most annoying" list. Of course, I'm also an Eberron fan, and as a DM I rarely ever find a player willing to play a Changeling when the Hat of Disguise is available.
I don't blame it on the hat, though, since it was here first. Still, I can't help but clench my teeth when I see a player skip over the race when they can buy/make the class' trademark ability for 1,800/900gp, and get the benefits of another race in return.
I have a player right now playing a Changeling though. He's a roleplayer. God bless him.

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Silversheen
This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.
Faint transmutation; CL 5th; Craft Wondrous Item; Price 250 gp.-OR-
Alchemical Silver Cost Modifiers Type of Alchemical Silver Item Item Cost Modifier Ammunition +2 gp
Light weapon +20 gp
One-handed weapon, or one head of a double weapon +90 gp
Two-handed weapon, or both heads of a double weapon +180 gp.hmmmmmm.......
Actually, here you're paying for the johnny-on-the-spot factor of being able to turn your weapon at hand into a silver version. Those of you with the proverbial golfbag of swords won't need this, but my rogues do.