| Toshy |
Oh great masters of custom magic item pricing, I beseech your wisdom.
I really like scaling magic items, that grow in power with the characters. I would like to create a scaling version of the boots of speed, but am a bit unsure with the pricing, so please help me out.
The basic boots of speed cost 12.000gp
I tried to recreate this per the magic item creation rules as follows:
3×10 (Haste, SL3, CL 10)
×2000gp (use-activated)
/5 (1 charge/day, though splittable)
= 12.000gp
I want to scale the item as follows:
Stage 1 - +30ft movement, 10 rounds/day
Stage 2 - +1 AC, 10 rounds/day
Stage 3 - +1 hit and +1 damage, 10 rounds/day
Stage 4 - boots of speed (haste), 10 rounds/day
Roughly following the above calculation, I would end up with something like this:
Stage 1
1×1×2000gp/5= 400gp (akin to expeditious retreat, with 10 rounds/day)
Stage 2
+1000gp/5= +200gp (+1 AC, for 10 rounds/day)
Total 600gp
Stage 3
+2000gp/5= +400gp (+1 Weapon bonus, for 10 rounds/day)
Total 1.000gp
Stage 4
The above calculation would result in 11.000gp for the extra attack for 10 rounds/day
Does this sound reasonable?
Looking at the price tables for scaling items, I would end up with something like this:
Bauble
Stage 1 = Item Level 5
Stage 2 = Item Level 6
Stage 3 = Item Level 7
Stage 4 = Item Level 15
Prize
Stage 1 = Item Level 3
Stage 2 = Item Level 4
Stage 3 = Item Level 5
Stage 4 = Item Level 11
I thought about adding the full price for armor and weapon bonus (ignoring the 10 rounds duration discount) to better spread the scaling more even and have a smaller gap befor the final stage:
Stage 1
400gp (+30ft, for 10 rounds)
Total 400gp (bauble-level=5 / prize-level=3)
Stage 2
+1.000gp (+1 AC, for 10 rounds)
Total 1.400gp (bauble-level=8 / prize-level=5)
Stage 3
+2.000gp (+1 hit and +1 dmg, for 10 rounds)
Total 3.400gp (bauble-level=11 / prize-level=8)
Stage 4
The new calculation would result in +8.600gp for the extra attack for 10 rounds, resulting in the completed boots of speed (haste 10 rounds/day).
Total 12.000gp (bauble-level=15 / prize-level=11)
Would you make such an item a bauble or rather a prize regarding normal player wealth and item progression?
Any suggestions, additions or corrections to my train of thought and math would be appreciated.
| TxSam88 |
my first question, you have bonuses at stages 1-3, and then basically haste at stage 4, do they stack?
so 60' extra movement, +2 AC, +2 attack, and an extra attack? If so, then the total price for the item is too cheap. If not, and you wind up with basically haste with an added +1 to damage, then it's still too cheap.
| Toshy |
No, the finale stage doesn't stack with the previous ones.
Stages 1 to 3 add up.
Stage 4 will replace/sum up a final effect, which is 10 rounds haste per day.
So in the final stage the item is the same as the already existing (and linked in my original post) Boots of Speed which I used as a reference point.
But after reading your post and rereading haste I realized I somehow messed up.
It should be +1 to hit in one stage and +1 AC, +1 Ref-Save in the other, I messed up reading the haste spell.
The final value of 12.000gp should be fine, as it equals an already existing identical item, just need to tune the steps to it.
| Azothath |
looking at Scaling Prices (Bauble 5%, Prize 15%, Wonder 30%)
for Boots of Speed [feet] 12000gp
Bauble 12000gp at 15th. Prize 12300gp at 11th.
In a simplistic way, 12000/(10rnd/day) = 1200 per round.
For Bauble this means;
1st they are just boots (15gp).
3rd they are mw boots (150gp).
7th the wearer gets 1 rnd of haste (1750gp).
15th they are Boots of Speed as per RAW (12000gp).
etc...
TBH the description in Scaling Items is overly optimistic to misleading because the PRICE of magic is quite expensive so the 'magic powers' will be absent until later in level. Plus the character is saddled with this item that he cannot dump.
Basically you have to overpower items at lower cost points to give them some cheap ability to make the scheme attractive or workable.
A PC could simply buy a scroll of haste:T3@5 375gp at 4th-5th level and have the arcane spellcaster use it gaining the benefit for several party members as a consumable item.
| Toshy |
The scaling items not beeing the best cost/benefit solution, won't be much of a problem.
My players are already going strong, without overly optimizing their gear.
The already have some scaling items, and every item has some story or personal relevance.
The goal is not to make the item the most optimized at every stage. The players like thise items for their plot and relationships to their characters.
I could say just wait till you can afford the boots of speed, but they like to discover the increasing powers of their scaling items (which they don't know befor reaching each stage). My goal is to just not make it feel like a dead item slot, till the full effect is reached.
Going along with this train of thought, at which level would normal boots of speed be a reasonable character investment/reward?
If I'd run it as a bauble, it would come online level 15. As a prize it would achieve its final stage at level 11.
| Azothath |
well, as I said, the main problem/feature is that magic items are expensive. This means any meaningful magical effect will come online late. I did a simple example with the Boots of Speed and honestly 1 round of Haste at 7th level is *sad* and the boots aren't all that expensive. IMO Automatic Bonus Progression suffers from the same problem.
There's no easy solution other that going totally Homegame GM. You'll need a carrot approach to keep players invested. You also want to offer useful abilities that can't be found easily in other items.
For the Boots - Haste is nice. At 12000gp they are standard priced for use activated item. 1200gp is a 'high' bar, lol. So look at the magic item creation table for cheap effects (repeating earlier advice).
comp skill bonus 100*X^2, not bad.
movement isn't listed... so Exp Retreat:T1@1 is 1*1*2000 for 30ft (enhc) to Walk/Spd for 10 rnds. That's 334gp/5ft.
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
A lot of people like to apply 1.5*cost for similar things in the same slot, we can do both as the above can make things too cheap.
Your Custom item is now;
My Homegame Boots of Momentum [feet] 14925gp
• Haste free actn 10 rnd/d at $1200/rnd.
• +10 ench Spd free actn 50 rnd/d in 10rnd incr 3/d at 750gp/10rnd incr. {1.5{same slot}*0.75 =112.5% cost}
• +3 comp Acrobatics always on 225gp/+1. {1.5*0.50 =75% cost}
• as a freebie add some AC while moving at an enhanced speed (as they are gonna provoke) so +2 dodge AC is about right and not really game changing but it'll seem like a lot <grin>.
That gives you some low level magical abilities to jump start the item early and then it can scale up.
225 value +1 comp Acro
975 value +10ft enhc Spd for 10r 1/d, while enhanced if you move 10ft or more in a round gain +1 dodge AC vs AoO provoked from movement {freebie}.
1200 value +2 comp Acro
1950 value +10ft enhc 2/d, while enhanced if you move 10ft or more in a round gain +2 dodge AC vs AoO provoked from movement {freebie}.
2175 value +3 comp Acro
2925 value +10ft enhc 3/d
4125 value 1rnd haste 1/d {the extra AC vs AoO also applies here}
5325 value 2rnd haste 1/d
etc
as a value option you could start with 225 credit and charge that at 4125 making the value points: 0, 750, 975, ..., 4350.
Taja the Barbarian
|
Not really my area of expertise, but I'd consider scaling the uses and speed boost by level as well: 30' bonus to speed 10/day with free action activation is a really strong item all by itself.
Maybe something along the lines of:
Stage 1: +10' Speed for one round (level/day [max 10])
Stage 2: +20' Speed, +1 AC & +1 Reflex Saves for one round (level/day [max 10])
Stage 3: +30' Speed, +1 AC, +1 Reflex Saves & +1 Attack for one round (level/day [max 10])
Stage 4: Haste (level/day [max 10])
| Azothath |
the scaling has values at every level and relies on a GM calculating a prorated effect that can fit within that level's value. Using the magic item creation table is a requirement along with some GM adjustment, not some other scheme or whimsy. LoL, I'd say for non-accountants or those new to magic item creation it's a bit daunting.
Honestly, just have the PC take out a loan at (20 -(Professional skill total bonus)/2), 8% minimum annual percent for 10 year loan. There are plenty of online payment calculators. The bank will add 5% annual payment for insurance without sufficient colatteral.
| Dragonchess Player |
Personally, I would go with something like:
Stage 1: Effect equal to feather step slippers (2,000 gp)
Stage 2: Add the effect (constant) from boots of striding and springing; guestimating 5,000 gp for the +10 ft enhancement bonus and 500 gp for the +5 competence bonus to Acrobatics checks when jumping; 5,000 + 3,000 gp (x1.5 feather step effect) + 500 gp (I'm assuming increase was already included in boots of striding and springing price) = 8,500 gp
Stage 3: Add effect (including free-action activation) from boots of speed (note, haste gives +30 ft enhancement bonus, +1 on attack rolls, and +1 dodge bonus to AC and Reflex saves; you can also just add rounds per day at +5 rounds per 6,000 gp); 12,000 gp + 7,500 gp (x1.5 on the constant +10 ft enhancement bonus) + 3,000 gp + 500 gp = 23,000 gp
Stage 4: Add the trample effect of boots of the mastodon; 12,000 gp + 15,750 gp (x1.5 of boots of the mastodon price) + 7,500 gp + 3,000 gp + 500 gp = 38,750 gp
This gives a nice mix of activated and constant or at will effects that align to the name momentum boots.
| Dragonchess Player |
If you just want an inexpensive bonus to movement early, a wand of longstrider is only 750 gp for 1 hour at a time.
And a wand of haste can affect 5 characters for 5 rounds per activation for 11,250 gp.