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Author Topic: Bunko's Bargain Basement Reopened  (Read 92366 times)
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Kuroimaken
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« Reply #160 on: June 15, 2009, 01:57:48 AM »

Trollgut rope ?

I was more referring to the Batman-licious potential of the Rod of Ropes, but that's a great item too.  Smile
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« Reply #161 on: June 15, 2009, 02:33:48 PM »

Ehrm...yeah.  There's a reason I haven't put much Dragon Compendium material on the list.  :/
Um what am I missing?
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Caelic
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« Reply #162 on: June 15, 2009, 02:37:16 PM »

Ehrm...yeah.  There's a reason I haven't put much Dragon Compendium material on the list.  :/
Um what am I missing?

*Points up the page at the whole "This Makes Smoke So Thick It Stops Pun Pun" thing.* 

That.

I want to keep the Bargain Basement free of "This is powerful if you interpret the really sloppy writing in the most advantageous way."
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Rymosrac
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« Reply #163 on: June 15, 2009, 11:47:32 PM »

Yeah. . . there's a limit to how far I'll stick to RAW when it diverges from RAI. Given, I'll stick pretty darn close to RAW for a long ways, but literally impenetrable smoke from an alchemical whatsit is well out of the ballpark.
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Shh. My common sense is tingling. . .
The_Mad_Linguist
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« Reply #164 on: June 28, 2009, 11:20:59 PM »

Etherblade (FF68, 800 gp)

Yeah, everyone loves the ethergaunts for their broken-as-all-ether stats and casting.  But there's another reason to love these extradimensional landlords.

The ether blade is an exotic weapon with fifty charges that lets you fire a d6 ray of force as a ranged touch attack, with a forty foot range increment, which can be used as a glaive for free.  Now, that doesn't seem too impressive, but here's the catch.  This baby is non-magical.  You can hit incorporeal opponents inside antimagic fields with it.

Even if you're sucking up the -4 penalty for being nonproficient, it's still pretty awesome.  And hey, at this price you can outfit a squad of stormtroopers with them, no problem.  It's a little unfortunate that they can't be recharged, so if you want a magical version of this you have to cough up an extra 25% to put your enhancements on a dragonshard pommel stone (The Forge of War), and switch out whenever you run low on charges.  Personally, I'd just go with a +1 seeking pommel stone, and have it as a backup weapon that can hit anything, but whatever floats your boat.
« Last Edit: June 29, 2009, 01:24:06 AM by The_Mad_Linguist » Logged

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« Reply #165 on: July 01, 2009, 04:41:39 AM »

Bloodspike (Tempo), Magic of Eberron, 150gp.
An alchemical item which lets you take an extra move action once in the next one hour, pretty awesome if you know a battle is going to start.
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Bastian
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« Reply #166 on: July 18, 2009, 09:41:37 PM »

Dulkar Hand Coral, CoV pg 63, cl 3, retail price 1600 gp, slotless
This ridiculously low priced item lets you regrow body parts over a matter of days (1d2 days for an eye and 2d8 for a limb). Not only does it allow you to do that but it also increases your rate of natural healing when resting. Furthermore, it lets you treat your constitution as 10 points higher for the purpose of holding your breath underwater if your an air breather or in air if you breath water. But wait there's more, if it's within ten feet of another person who has Dulkar Hand Coral it produces light like a candle. If that isn't enough for you, it also can't be stolen, unless they cut it out, since it fuses with your hand. All around an excellent low level item.
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The_Mad_Linguist
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« Reply #167 on: July 18, 2009, 10:05:58 PM »

I'm actually not sure how good that hand coral is.  Given that there isn't any way I know of to actually lose body parts if you aren't a hydra or something, the minor regeneration isn't that significant. 

Increased natural healing might be smexy if you're a wizard relying on polymorphs for heals, but most people just grab a MIC healing belt/wand of lesser vigor for out of combat healing. 

The air/water holding breath thing is pretty situational, and there are probably better solutions for it.  Still, better than nothing, I suppose, but a necklace of adaptation is only 9k, and protects from all harmful vapors.

The producing light thing - could actually be a downside, since you have no way of preventing it from shining. 


Angel radiance (BoED) can be used as an optional spell component, but the kicker is that it shines light as a torch and only costs 20 gp. 
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« Reply #168 on: July 19, 2009, 01:08:42 AM »

Harper Token, CoV 66, 300gp

+2 to a skill check. Sucky at high levels since it doesn't stack with other competence bonuses, but early on it's actually cheaper than the DMG's pricing guidelines (400gp under the guidelines)
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« Reply #169 on: July 19, 2009, 01:33:33 AM »

I'm actually not sure how good that hand coral is.  Given that there isn't any way I know of to actually lose body parts if you aren't a hydra or something, the minor regeneration isn't that significant. 

Increased natural healing might be smexy if you're a wizard relying on polymorphs for heals, but most people just grab a MIC healing belt/wand of lesser vigor for out of combat healing. 

The air/water holding breath thing is pretty situational, and there are probably better solutions for it.  Still, better than nothing, I suppose, but a necklace of adaptation is only 9k, and protects from all harmful vapors.

The producing light thing - could actually be a downside, since you have no way of preventing it from shining. 


Angel radiance (BoED) can be used as an optional spell component, but the kicker is that it shines light as a torch and only costs 20 gp. 

It's still a bargain, IMO.
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« Reply #170 on: July 19, 2009, 07:34:08 PM »

Harper Token, CoV 66, 300gp

+2 to a skill check. Sucky at high levels since it doesn't stack with other competence bonuses, but early on it's actually cheaper than the DMG's pricing guidelines (400gp under the guidelines)

I was going to post and point out that MW Tools were a cheaper +2 competence than that, but they're +2 Circumstance.
Those stack!
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« Reply #171 on: July 19, 2009, 11:11:06 PM »

CoV?
Champions of Vuin? Completely Vain? The MMO called City of Villains?
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« Reply #172 on: July 19, 2009, 11:18:30 PM »

CoV?
Champions of Vuin? Completely Vain? The MMO called City of Villains?


Champions of Valor, although my mind did default to City of Villains when I saw the acronym.
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PhaedrusXY
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« Reply #173 on: September 01, 2009, 09:34:04 AM »

Two gems mentioned by Tonymitsu in the "Ask a simple question" thread:

Torc of Displacement (MIC) for 2000g, can activate it as an immediate action (so force them to roll a miss chance after they hit your AC).  1 charge gives you 20% miss chance, 2 is 30%, and all 3 is 40%.  Effect lasts for 1 round and it has 3 charges per day.


Ring of Entropic Deflection (MIC) for 8,000 gold will give 20% miss chance against ranged attacks only if you moved at least 10 feet from your starting position in the round.  The text says that if you wear an item that gives an enhancement bonus to your movement speed this increases to 50%, but ask your DM if he'll change that to "so long as you have an enhancement bonus to your speed", since any speed enhancing item you could wear will not stack with your monk Fast Movement.
Yes it's only for ranged attacks but it keeps pesky archers and ray-spewing casters away.  And it functions as long as you keep moving but certain skirmish based builds see a lot of benefit from this item.
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« Reply #174 on: September 01, 2009, 10:58:26 AM »

The Ring of Spell-battle from the MIC. 12000 gp lets you automatically know if a spell is being cast within 60 feet of you (regardless of line of sight, and possibly effect depending on how you interpret it), and make a trivial Spellcraft check to identify it. 1/day, if you do, you can attempt to counterspell with dispel magic, or, and this is the important part, change the spell's target to any one within 60 feet of you so long as it's still a legal target (either of these is an immediate action). This second use doesn't seem to require a check, and it seems like an amazing way of shutting down buffs, targeted SoDs, etc.
« Last Edit: September 01, 2009, 11:02:24 AM by Bauglir » Logged

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« Reply #175 on: September 01, 2009, 05:44:47 PM »

A&EG gems. Lance of the Unending Charge: 25k, basically gives you the benefit of Ride-By-Attack if you can cleave, in addition to being a generally good choice of a weapon.

Fleetfoot: 25gp, for 1 minute you gain the benefit of the Run feat.

Ghostoil: Ghost touch weapon for 2 rounds.

Shriek Rocks: great for a distraction.

Portable Crane: If you ever need to have 28 strength, it'll only cost you 120 gp.
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Tonymitsu
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« Reply #176 on: September 03, 2009, 05:32:42 PM »

Hey, here's a funny one:

Bracer's of Entangling Blast (MIC) for 2000g.  Three times per day as a swift action you half the damage of your next spell to cause it to entangle things damaged by it.

Take the "alignment" Storms from Spell Compendium... and juice a Holy Storm with these (3rd level spell).

Now all evil creatures in a 40 foot area take 1d6 damage per round, no SR, no Save, and are stuck there for the duration.  Hell you could drop that right on your party too cause it only evil creatures would take the damage.  Big Grin

EDIT:  Okay, maybe NOT right on the party since the -4 to Spot, Listen, Search and ranged attacks made through it would suck a little.  But outsides also take double damage from these spells.
« Last Edit: September 03, 2009, 06:15:36 PM by Tonymitsu » Logged
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« Reply #177 on: September 04, 2009, 04:07:24 PM »

Also, Entangle is only half-speed unless the things entangling them are anchored to something.
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« Reply #178 on: December 27, 2009, 03:11:44 PM »

Not a super bargain, but it's a nifty weapon I found in Stormwrack. The Reaver's Cutlass is a +1 wounding weapon for 26k, but it has an extra property where it attaches to an opponent and deals Con damage every round. Not too shabby right? Except it requires that the target succeed on a grapple, pin, and then spend another full round action to remove it. So for virtually no action on your part (because you'll be attacking, right?), you tie up at least two of your opponent's rounds. I could see this being good for an arena battle. Extra fun with sovereign glue.
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« Reply #179 on: December 27, 2009, 07:30:31 PM »

MIC has the Amber Amulet of Vermin, which lets you summon a Huge monstrous Scorpion 1/day for 700gp.

Seems like a great deal to me.  I mean, you could afford this by level 3, and at level 3, a 10 HD Huge vermin could well win an encounter on it's lonesome.
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