What would you price this magic item as?


Advice


Ring of Least Haste:

This slightly tarnished silver ring is shaped of two elongated rabbits facing nose-to-tail. Once per turn, the wearer can perform an additional swift action. The ring can be used a maximum of 10 times per day.


Well, its not really similar to haste at all. Also, I would be worried about this item because it grants extra actions, which haste does not. Extra actions are very powerful. Now, most of the time a swift action wouldn't be unbalacing. However, a swift action can be used to perform a quickened spell. And thats where I have an issue. The item should have a caveat that the additional swift action cannot be used to cast more than one quickened spell a round. If that is your goal, then may I suggest the cost be 1 googolplex of gold pieces.


Claxon wrote:
Well, its not really similar to haste at all. Also, I would be worried about this item because it grants extra actions, which haste does not. Extra actions are very powerful. Now, most of the time a swift action wouldn't be unbalacing. However, a swift action can be used to perform a quickened spell. And thats where I have an issue. The item should have a caveat that the additional swift action cannot be used to cast more than one quickened spell a round. If that is your goal, then may I suggest the cost be 1 googolplex of gold pieces.

It was not my intention to cast a second quickened spell in a round; I thought that was prohibited by other rules (otherwise you could standard action cast, move action cast quickened, and swift action cast quickened).

This is for a character who regularly uses a swift action as part of their normal actions, but would like to use a second ability when an ability procs.


Presuming that you make sure it is limited to not allow two quickened spells, I would judge this to be about 2/3 as cool as boots of speed since a swift action is probably as good as an extra attack or increased movement, but this item doesn't provide the bonus to hit, AC etc. I consider the extra attack to be what you are really looking for with haste, so that is probably worth 2/3 of the boots of speed.

So I would price it at 8000 gp.


YASD wrote:

It was not my intention to cast a second quickened spell in a round; I thought that was prohibited by other rules (otherwise you could standard action cast, move action cast quickened, and swift action cast quickened).

This is for a character who regularly uses a swift action as part of their normal actions, but would like to use a second ability when an ability procs.

You cannot do the bolded because you are not allowed to downgrade a move action to a swift action. The only substitution of actions that is allowed within the rules is a standard action can be downgraded into a move action.

Can you provide details on what the actions and abilities actually are? Extra aciton economy, even an extra swift can be a big deal with the right abilities. Its one of the reason why the Haste spell was changed from 3.5, where IIRC it granted an extra move action.

Extra actions are a big deal.

I think Dave Justus, is on the right track for price. Haste provides increased movement speed, an extra attack on a full attack, and some AC bonus. These things are all useful, but a swift action is arguably half to two thirds as good. I would price it somewhere between half and full cost of boots of speed. And as Charlie Bell notes, 10 times per day isn't much of a limit. Technically, the price for 5 times per day and unlimited times per day is the same.

Liberty's Edge RPG Superstar 2013 Top 16

10 uses per day isn't really much of a limitation. By the item pricing guidelines, 5 uses per day is equivalent to unlimited use.

Sovereign Court RPG Superstar 2011 Top 32

I'd think the proposed item would be more balanced if all it did was allow you to convert a move action to a swift, maybe 3/day.

Here are some common swift actions that aren't quickened spells:

Inquisitor Bane
Inquisitor judgement
Bardic music(eventually)
Cavalier challenge
Cavalier greater tactician
Magus arcane pool
Magus spell recall
Paladin self lay on hands
Arcane Strike
Arcane armor training

So the real question is what broken stuff can happen if we allowing combining these things in one round?


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There's also a question of economy.

Is your game world filled with magic shops buying and selling items of all levels of power? Are magic items rare and easy to sell but never found in shops?

Prices depend on supply/demand and without a yardstick it's hard to give an estimate.

Unless this question is merely about the cost to create one using a craft feat. In that case I'd price this item (assuming it forbids an additional Quickened spell) at around 3,000 gp.

If it allows a second Quickened spell, I'd price it around 50,000 gp.


There are currently no items or spells in the game that give an additional swift action per round. I would price this item around 200,000 minimum - as it is an epic item.


Claxon wrote:
YASD wrote:

It was not my intention to cast a second quickened spell in a round; I thought that was prohibited by other rules (otherwise you could standard action cast, move action cast quickened, and swift action cast quickened).

This is for a character who regularly uses a swift action as part of their normal actions, but would like to use a second ability when an ability procs.

You cannot do the bolded because you are not allowed to downgrade a move action to a swift action. The only substitution of actions that is allowed within the rules is a standard action can be downgraded into a move action.

Can you provide details on what the actions and abilities actually are? Extra aciton economy, even an extra swift can be a big deal with the right abilities. Its one of the reason why the Haste spell was changed from 3.5, where IIRC it granted an extra move action.

Extra actions are a big deal.

I think Dave Justus, is on the right track for price. Haste provides increased movement speed, an extra attack on a full attack, and some AC bonus. These things are all useful, but a swift action is arguably half to two thirds as good. I would price it somewhere between half and full cost of boots of speed. And as Charlie Bell notes, 10 times per day isn't much of a limit. Technically, the price for 5 times per day and unlimited times per day is the same.

I basically agree with all of this. So dropping it to 3x per day (enough to be useful, not so much that you can rely on it)a price of 8000k gp seems reasonable.

This would be very useful to a certain types of classes (monks, inquisitors, and armored casters come to mind), but I don't think this would break the action economy too much.


With this item, a L10 Sorcerer could dish out 300 DPR - 20 foot radius - for two rounds/day.


Mapleswitch wrote:
With this item, a L10 Sorcerer could dish out 300 DPR - 20 foot radius - for two rounds/day.

I think he still intends not to let it be used with quickened spells, so thats nothing to worry about. Besides, its not the quickened maximized fireball spells I'd be worried about.

It would be the 2 quickened maximized enervation and the regular maximized enervation that worry me. 1 round and 12 negative levels, bye bye Mr. BBEG.


I probably wouldn't allow it at all.
Especially as I've not seen the term "turn" used since 2E and I'm not sure what you mean in context (I'm guessing per round, that's not actually much of a restriction in context) and this would exponentially increase the potential "nova factor" of a Magus, could do some wacky things with Inquisitor Judgments, and in short not only affect action economy, but also potentially slow down combat when attempting to arbitrate when certain changes occur in the midst of someone's turn. It's not QUITE as bad as an extra standard action, but is potentially more powerful in some cases than an extra move.

If for some reason I HAD to allow something like this (ex. I lost a bet or there was some sort of weird competition for pricing insane-O things), the crafting would be based off of Time Stop and would probably be around the 180k range. It's probably just shy of the power level of the metaphorical permanent "every swing" true strike gloves.

-TimD


Mapleswitch wrote:
There are currently no items or spells in the game that give an additional swift action per round. I would price this item around 200,000 minimum - as it is an epic item.

This argumnet makes no sense. So every item that is in the UItimate Equipment was worth 200000gp before the book was published, but suddenly had a huge drop in price when it was released? The price of magic items should be based on their power and effectiveness. I doesn't matter if its a homebrew item or one published by Paizo.

Assuming this ring doesn't allow extra casting of quickened spells, this item would be useful, but not unbalanced. 8000 ~ 12000gp would be okay.

Other than quickened spells, I can't think of anything particularly powerful than could be done with a 2nd swift action... Best thing I could think of is a Magus using his Arcanas and Arcane Strike during the same round. A nice trick, but I'm not sure if it's worth spending a ring slot.


This could be extraordinarily useful for the right build, such as eldrich knight who not only uses his swifts but desperately needs them. Assuming early entry a lvl 12 character needs 3 swifts per round max to be maxed out in effectiveness. One for arcane strike, one for the class capstone ability, and one for arcane armor training to use the capstone ability without spell failure. Not to mention the fact that an eldrich knight could suddenly also use quickened spells.

The Magus and Inquisitor would similarly get huge use out of the ring, as they have many abilities that use a swift that they can't get out fast enough, and if they have style feats on top of that, you could be shortening a 4 turn prep period to a 2 turn period. This is something to consider.

Another thing to consider is quicken spell like ability, it's not a spell and could thus be used with this ability and a quickened spell.

Pricing this item even when qualifying it to state that you can't get out more than one quickened spell per turn is difficult.

Limiting it to 3/day is a good idea, but it still gives a huge advantage against one enemy if the right build goes all out. Personally I wouldn't allow it, but if you must have it it should be a late game item so that your enemies are tough enough that maybe the fact that you act one more time per turn won't completely balance the game. After all the only characters who will buy this item are those that will really be able to use it. A ring of wizardry lvl4 gives you 4 more lvl 4 spells per day and costs 100000 let's go with that, make the character really have to sacrifice other things to get this item.


You can normally take either a swift action or an immediate action per round. This item would allow you to take both an immediate and a swift action each round (for 10 rounds a day).

There are lots of benefits, completely depending on how you make your character. The easiest benefit to see is as above mentioned with spells. Some of the classes who could benefit greatly from this item are to Master of Many Style Monks, Ninjas, Summoners, and Bards.

Power gamers and people who want to optimize their characters would make this item a 'must have' at 12,000g.


The idea was for a friend's Eldritch Knight that insists on arcane armor training. I just did not see a way to make the numbers work out without an extra swift action.

I did not realize that Pathfinder removed the "only one quickened spell per round" limitation. That would have to be put back in.

Definitely limit it to 3x per day. That drops it to "need a boost" instead of "part of the rotation"

Mapleswitch, I am not sure that this item is a "must have" for any powergamer, although it would certainly be a "very useful" for a fair number of characters.

What do you think of this amended magic item?

Ring of Least Haste:
CL: 20
Cost: 12000 gp

This slightly tarnished silver ring is shaped of two elongated rabbits facing nose-to-tail. Once per round as a free action the wearer can perform an additional swift action, or one swift action if they performed an immediate action in the previous round. The ring cannot be used to allow cast two quickened spells in a round and it may only be activated a maximum of three times per day.

Create: Required Craft Ring, Haste or Blessing of Fervor


Hey, YASD

Instead of trying to craft an item which gives an additional generic swift action several times per day, why don't you instead try to craft one that specifically addresses arcane armor training or arcane spell failure?
Given the already existing "Feat taxes" on the Eldritch Knights with the two arcane armor training feats, I could definately see an item that boosts them a bit (ie X#/day may use arcane armor training as an immediate action rather than a swift action or have it extend the arcane spell failure reduction to >1 round) or one that allows normal armor or shields to gain an arcane spell failure reduction as if they are mithril, or gives an additional minor bump to mithril items.

In my experience, niche items are generally more balanced and flavorful than items which give both flexibility & action economy, and therefore more likely to be approved by GMs.

As always, YMMV. :)

-TimD


YASD wrote:
The idea was for a friend's Eldritch Knight that insists on arcane armor training. I just did not see a way to make the numbers work out without an extra swift action.

Check out Fusing, a psionic armor enchantment that reduces ASF by 10% for +2 bonus. Not Pazio, but an item that may eliminate the need for the arcane armor training.

Also, recall, that it is his choice to use the feat vs. some other swift action. You don't have to make it easy for him.

/cevah


I'd be very careful with allowing an item that allowed extra swift actions - Pathfinder is specifically designed with the 1/round swift action limitation in mind.

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