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Author Topic: Bunko's Bargain Basement Reopened  (Read 92710 times)
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Anklebite
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« Reply #120 on: March 12, 2009, 01:39:10 PM »

Don't forget to mention that the Admiral's Bicorne applies that tasty +2 morale bonus on attacks, saves, and checks, to EVERY ally within 100 feet of you.
[/b]

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I would say "There goes the reason to have a bard", but that would probably stack nicely with dragonfire inspiration  Big Grin
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sonofzeal
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« Reply #121 on: March 12, 2009, 03:28:08 PM »

1. It's a pretty esoteric source.  I know DMs who have no problem with, say, Dragon, but would spock an eyebrow if someone said "Yeah, I want to use an item I got from a booklet in a cartoon DVD box!"
Well, I've seen worse.  The discussion over the Endor Holocaust was more or less settled by a children's book about Darth Vader's glove.

I think the items should stay in, although perhaps with an accompanying note.
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woodenbandman
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« Reply #122 on: March 12, 2009, 04:20:03 PM »

Dude, that's even MORE reason to have a bard, simply because they can pimp their inspire courage bonus, which is either insight or competence but not morale, combine it with this morale bonus on turn 1, and yes, use Dragonfire Inspiration.
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Optimator
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« Reply #123 on: March 12, 2009, 08:48:18 PM »

Dude, that's even MORE reason to have a bard, simply because they can pimp their inspire courage bonus, which is either insight or competence but not morale...

Since when?
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woodenbandman
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« Reply #124 on: March 12, 2009, 09:46:22 PM »

Since...right now! Ha! I changed it while you weren't looking! I didn't accidentally confuse it with the 9th level bardic music Inspire Greatness!
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Anklebite
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« Reply #125 on: March 13, 2009, 06:04:05 AM »

Since...right now! Ha! I changed it while you weren't looking! I didn't accidentally confuse it with the 9th level bardic music Inspire Greatness!
oh.... ok then, we are all sorry for doubting you 
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« Reply #126 on: March 21, 2009, 02:32:59 AM »

Just picked up a couple campaign books to give my group a real dungeon delve. And, interestingly and completely unexpected, they had some really handy items. Bunko Quality materiel here folks.

First up is Gremma's Cauldron, which retails for 5000 GP and weighs about as much as a kettle, at five pounds. Doesn't look like much at first, but it's a must- an absolute must for any wizard worth his professional acumen. The item cuts the time for crafting a potion in half - that's from eight hours right down to four hours. But that's not all- I mean, we get it, sometimes your arcane learning gets set to the wayside in order to stay alive- it happens to all of us. But with this handy dandy cauldron, you too can craft potions just as though you had learned to do it in those long hours of the morn. Sure, you won't benefit from the half time quality, but consider that you're getting a constant influx of bottled magic for the low, low price of 5000 GP.

But wait, there's even more. The cauldron can make you a potion of CLW once a day for only the low low price of 25 GP and nothing else. Moreover, it can take your scrolls and convert them into potions. Yes, you heard it here, at bunko's, where turning scrolls of death ward into potions is made a reality with Gremma's Cauldron.

(Gremma's Cauldron, page 217, Expedition to Undermountain, 3.5E)


Now, speaking of potions, I've got a real treat for you here- not just for wizards and casters, but for warriors of all walks of life. Now, here, for a limited time only, we've got the Whiteshiver Elixir. A most curious potion, but worth it's weight in gold for those of you getting into close quarters. The elixir, foul tasting though it is, renders a curious change over your form. While you might feel just a little earthy after downing it, you'll see the world in a different light. I mean, come on folks, what's not to like, with Lowlight Vision, Immunity to critical hits, mind-affecting spells and abilities, paralysis, polymorph, poison, sleep effects and stunning, for ten minutes. TEN MINUTES! Folks, that's 100 rounds. What's a round? Well, just join me over here behind this here wall. The one with the big 4 on it. Yeah. But enough about that, what's all this benefit cost you? 1500 GP- half that to mix it if you've a caster in your group.

But it's a little pricy you say. Folks, Bunkos is about two things. Bargains, and quality. Items that are so worth it that not buying them is the equivalent of insulting an efreet's mother while wearing no pants. This is one of those quality items folks. But don't take my word for it, try it out for yourself!

(Whiteshiver Elixir, Expedition to the Ruins of Greyhawk, page 221, 3.5E)
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Tshern
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« Reply #127 on: March 21, 2009, 07:26:59 AM »

Gremma's Cauldron sounds excellent for an Artificer...
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« Reply #128 on: March 21, 2009, 12:55:51 PM »

Shalantha's Delicate Disk - Sor/Wiz 6 spell from FR: Lost Empires of Faerun. Creates a disk that can hold a level 5 or lower spell indefinitely (that spell does not have to come from the creator of the disk); breaking the disk releases the spell. The only cost is a 200 gp golden egg. It's quite versatile considering that there are no limitations on what kind of spell can be placed into the disk. The only downside is that the disk is the size of a dinner plate and very fragile, so you have to be careful how you carry them.
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« Reply #129 on: March 27, 2009, 08:48:23 AM »

An MIC combo

Cobra Straps (1,400gp): After an unarmed charge,  move 5ft without provoking AoOs. Part of an item collection, so you gain additional benefits if you have the other items.
Boots of the Battle-charger (2,000gp): Twice per day, charge as a standard action (but you may move only your normal speed, rather than double your speed). If you have a Dex boosting item, you can charge through allies' squares and difficult terrain difficult terrain while doing so.

BotBC can be made at-will for 5,000gp. Adding the effects of cobra straps makes it 7,100gp. The result is basically Spring Attack as a bonus feat, except that you get +5ft movement and the benefits of a charge.
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Arcane-surge
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« Reply #130 on: March 27, 2009, 08:58:45 AM »

How does making the boots work at will work? I've never been clear on all the magic item customizing rules in the MIC.
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« Reply #131 on: March 27, 2009, 10:01:38 AM »

How does making the boots work at will work? I've never been clear on all the magic item customizing rules in the MIC.
The boots work twice a day. From the rules for item creation here, making an item with daily charges divides the base price of the unlimited item by (5/X), where X is the number of charges/day. Thus, the price of at-will boots would be 2.5 times the price of a 2/day item.
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Caelic
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« Reply #132 on: March 27, 2009, 10:06:05 AM »

I'd really rather steer clear of "You can make X into Y for this cost!"  Remember that those "rules" are guidelines, and are specifically trumped by "Price the item according to its power."

That said, the items are worthy of inclusion by themselves, I think; I'll update tonight or tomorrow.
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pfooti
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« Reply #133 on: March 27, 2009, 01:16:58 PM »

I love this thread!

A few items worth considering:

Talisman of the Disk MIC p188: 500gp, creates a Tenser's Floating Disk for 3 hours. 300 lb capacity, but if you are wearing an item that gives you a bonus to strength, it adds an additional 100lb per +1 of the item. Carrying around all the loot in a dungeon can be hard work. Buy three and I'll even toss in a bonus tarp! Plus which, a TFD has lots of other uses if you start thinking hard about it.

Gloves of the Starry Sky MIC 204, 1100gp. 3/day, convert a 1st-level spell slot into a magic missile at your caster level (so 5 missiles at CL 9). Magic missile does not need to be on your caster list to do this.

Orb of Mental Renewal MIC 167 and Rod of Bodily Restoration MIC 173. 3,100 GP each. 3 charges per day, restore 4/6/8 to (int, wis, cha - orb) or (con, str, dex - rod), or half that to all three stats. They make great party purchases - restore a BIG chunk of lost ability damage without resorting to lesser restoration.

Horn of Plenty MIC 162 12,000 gp. Heroes feast 1/day for 12 people. It's spendy for an item (especially a bargain item), but if the party all kicks in, they can get it pretty early. Immunity to fear and poison for 12 hours a day is very good, especially if you pick it up around level 5 or so.

Also, Anklets of Translocation take up the boot slot of your magic item, so should probably be up on floor 6.
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Tshern
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« Reply #134 on: March 27, 2009, 01:28:05 PM »

I'd actually add the entire Raiment of the Four, not only Gloves of the Starry Sky.

Edit: Here it comes.

Raiment of the Four:
  • Gloves of the Starry sky: MIC 204, 1100gp. 3/day convert a first level spell slot to a Magic missile at your caster level. Hand slot.
  • Goggles of the Golden Sun: MIC 205, 4000gp. Immunity to blindness and dazzling effects, three times a day you can convert a third level spell slot to a Fireball (DC 14). Face slot.
  • Periapt of the Sullen Sea: MIC 205, 6000gp. Hold your breath for 12 hours, twice a day convert a fourth level slot to a Freedom of movement effect. Throat slot.
  • Belt of the Wide Earth: MIC 204, 8000gp. Double carrying capacity, twice a day convert a fifth level slot to a Teleport. Waist slot.

Together these also grant Commune once a day (4 questions) and resistance to cold 5, fire 5 and electricity 5.
« Last Edit: March 27, 2009, 01:36:38 PM by Tshern » Logged

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pfooti
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« Reply #135 on: March 27, 2009, 01:34:11 PM »

I like Belt of the Wide Earth, but Goggles of the Golden Sun create a fireball whose save DC is 14 (never scales), and Periapt of the Sullen Sea's ability is often trumped by Heart of Water for most casters. They're good, but not as intensely good as the gloves. Having a few magic missiles handy for tossing at incorporeal foes, or just killing time (especially for me, since I tend to play casters who specialize and drop evocation), is nice.
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Tshern
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« Reply #136 on: March 27, 2009, 01:37:37 PM »

I don't like expending Heart of water and the combined effect is decent. The goggles are easily the weakest link though.
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« Reply #137 on: March 27, 2009, 06:24:46 PM »

The goggles could be useful for a caster that starts combat with casting blindness at the BBEG/biggest mob. That way, the DM cannot send a troupe of level 1 sorcerers with precocious apprentice and each with Blindness as their lvl 2 spell after him.
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Bert
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« Reply #138 on: March 28, 2009, 02:40:16 AM »

Someone mentioned earlier that the prices for animals were out of whack - where -are- the prices for animals?
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Akalsaris
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« Reply #139 on: March 28, 2009, 04:41:58 AM »

I think that was me, about 10 pages ago.

Specifically the warbeast animals from MMII are completely off the chain.  You can apply a good template to any animal or vermin that raises its str and con, gives it 1HD, armor proficiency, and a bonus to ride checks for you, and it's about 100gp/HD and then another 100g.  So it's reasonable up to 4HD, and then suddenly you realize you can buy a wartrained dire tiger (12HD?) for 1,300g, or a pair of them at ECL 3.

In the same vein, a heavy warhorse is 400g, but it's a 4HD creature with decent stats, and a pretty amazing buy at 2nd level.  A guard dog is only 25g, but with handle animal it can give flanking and aid another quite often, compared to whatever the hell else you could buy for 25g and a move action.

Hell, even a cow for 10g is pretty sweet, since apparently they use the stats of a bison (the bison stats state that it can be used for any large bovine).  Even if you buy an ox (15g), that's a 5HD creature right there that your average 1st level druid can probably train to fight, and he can afford a half-dozen of them.
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