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Handbooks & Resources => Handbooks => Topic started by: SorO_Lost on November 11, 2011, 10:14:43 PM

Title: Bunko's Bargin Basement (v3.0)
Post by: SorO_Lost on November 11, 2011, 10:14:43 PM
"Yessir, step right up, ladies and gentlemen!  Cedric P. Bunko, at your service...and welcome to Bunko's Bargain Basement!  The old storefront was getting a little rickety, but we're still open for business!

"What, you may ask, is a Bunko's Bargain Basement?  Why, only the finest clearinghouse for magical bargains in seventeen dimensions!

"You see, my friends, every adventurer worth his or her iron rations knows that the right tools make all the
difference between life and death.  But the problem is, adventurers are a busy lot, and they don't always have time to shop around for bargains...and, strictly between you and me, friends, there are a lot of overpriced magical gadgets out there, and people willing to sell them for far more than they're worth.

"Not so here at Bunko's!  Here, we stock only the items which really give you bang for the buck...either those items that are dirt cheap but effective, or the items that may cost a bit more but give you more than you pay for!  Satisfaction is guaranteed at Bunko's!

"For your shopping convenience, items are organized in departments.  Of course, we're always on the lookout for new merchandise...if you have a suggestion for an item we should stock, please feel free to offer it up!

"And now, without further ado, on to the departments...

Please enjoy our selection and don't forget to ask about our buy twenty and get one free deal.

Did I miss something? Tell me what, where to find it, how much it costs, and what it does that makes it awesome. I can update this faster if I don't have to dig for that information.

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Original thread(s), concept, more years of dedication and support than Min/Max will even be up for by Caelic P. Bunko. I'm just a guy working in his franchise.

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Title: First Floor: Necklaces, Collars, and Amulets
Post by: SorO_Lost on November 11, 2011, 10:16:19 PM
"Let's face it, adventurers...you can't afford to overlook your neck.  After all, you risk it on a daily basis!  What you need is a little neckwear, and I'm not talking about that ugly tie the Baron got you for your birthday!  The necklaces, amulets, and collars at Bunko's are just what you need to keep neck, body, and head attached!"

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Title: Second Floor: Belts and Girdles
Post by: SorO_Lost on November 11, 2011, 10:17:07 PM
"Belts keep you from being caught with your pants down...in more senses than one!  A good belt is more than just a place to hang your sword.  In fact, it can be hard to choose between all of the excellent bargains magical belts offer!  Maybe that's why Hennet the Sorceror likes to wear three of them..."

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Title: Third Floor: Capes, Cloaks, and Mantles
Post by: SorO_Lost on November 11, 2011, 10:17:54 PM
"A cloak is the single most useful item in the multiverse, next to a towel.  You can sleep under it, you can use it for shade, you can weight the hem and use it as a weapon...and, let's be honest, a nicely-tailored cloak just looks good!"

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Title: Fourth Floor: Hats, Headbands, and Helmets
Post by: SorO_Lost on November 11, 2011, 10:18:48 PM
"We all know adventurers who never seem to use their head as anything but a hatrack.  That being the case, they might as well at least have a nice hat to put on it!  The bargains here will not only hide how pointy Grog the Barbarian's head is--they just might keep him alive when he has one of his "moments!"

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Title: Fifth Floor: Goggles, Masks, and Blindfolds
Post by: SorO_Lost on November 11, 2011, 10:19:59 PM
"I know some adventurers who dislike the idea of wearing goggles.  "They'll make me look like an idiot, Bunko!" they tell me.  "Paladins don't wear glasses, Bunko," they say.  Hogwash!  The field of battle is not a fashion show.  So what if your enemies laugh?  Pick the right pair of goggles, and you'll be the one laughing last!"

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Title: Sixth Floor: Boots, Shoes, and Sandals
Post by: SorO_Lost on November 11, 2011, 10:20:56 PM
"We've all heard the phrase "Die with your boots on."  I think that's needlessly fatalistic. Pick the right set of boots, and you can make the other guy die instead."

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Title: Seventh Floor: Gloves, Gauntlets, and Bracers
Post by: SorO_Lost on November 11, 2011, 10:21:52 PM
"Dungeons are nasty places.  There are things down there that nobody in their right mind would want to touch with bare skin!  You're going to need a good pair of gloves...and as long as you're going to need gloves anyway, they might as well be high-quality, affordable magical gloves from Bunko's!"

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Title: Eighth Floor: Weapons And Pointy Things
Post by: SorO_Lost on November 11, 2011, 10:24:01 PM
"What's to be said?  The pointy end goes into the other guy, and the bigger, the better...right?  Hard as it may be to believe, the truth is that many adventurers don't pay enough attention to their weapons.  Sure, they might have a nice main weapon, but they don't consider the value of backup weapons...say, when your main weapon is a greatsword and your opponent ignores edged weapons entirely!  On top of that, there are some very useful weapon enchantments that will benefit a smart adventurer even if he never actually draws that weapon.  Naturally, Bunko's is the place to find them."

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Title: Ninth Floor: Armor and Shields
Post by: SorO_Lost on November 11, 2011, 10:24:44 PM
"Skin is soft.  Weapons are sharp.  This is bad.  Armor is tough.  This is good."

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Title: Tenth Floor: Rings and Things
Post by: SorO_Lost on November 11, 2011, 10:26:14 PM
"Rings are where the real power is.  Just ask that halfling fella who was in the other day.  Had a Ring of Invisibility he wanted to sell, but he kept looking over his shoulder like someone was following him.  Cedric P. Bunko does not buy stolen goods!  I told him to take his ring and go throw it in a volcano or something."

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Title: Eleventh Floor: Wands, Staves, and Rods
Post by: SorO_Lost on November 11, 2011, 10:27:26 PM
"Why should wizards and clerics have all the fun?  Wands and a little practice with using magic devices can give any adventurer some much-needed spellpower.  Today's Special: 20% off on a case of a dozen Wands of Cure Light Wounds..."

Eternal Wand (MIC 159, 460-10,900gp): Lets you use a 0-3rd lvl spell twice a day.  Eternal Wands cost a little more than a normal wand, and don't let you burn through huge numbers of charges per day, but they're wonderful for all-day buffs you plan to cast every day.

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Title: Twelfth Floor: Grafts
Post by: SorO_Lost on November 11, 2011, 10:29:05 PM
"Sometimes the best bargain isn't in stealing a naked demon's boots, but his feet."

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Title: Basement: Miscellany
Post by: SorO_Lost on November 11, 2011, 10:31:52 PM
"Watch your step, please...it's a little cluttered down here.  I really need to get my shop goblins to give this place a good cleaning.  If you're looking for...well, stuff...this is the place.  Magic items come in all shapes and sizes, and most of them can be found down here...somewhere...if you're willing to dig deep enough!"


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Shirt of Wraith Stalking (MiC 216, 6,000 gp): Hide from Undead at will with no save, even for intelligent undead.
Robe of Mysterious Conjuration (MiC, 10,000): Sacrifice a spell slot to cast an equal level Summon Monster spell, kind of like a Runestaff loaded with the summon line only it comes with free Rapid Spell built in.
*Need a Shirt Section*
Title: Basement below the Basement: Non-Magical Bargains
Post by: SorO_Lost on November 11, 2011, 10:34:03 PM
"Here's a little truth that too many high-level adventurers forget: it doesn't have to be magic to be effective.  Keep that in mind, and you'll have an edge...particularly when someone drops an Anti-Magic Field."

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Title: Re: Bunko's Bargin Basement (v3.0)
Post by: Tshern on November 11, 2011, 11:06:58 PM
Thank you very much for moving this, I love this thread. Even better if you are actually going to update it every now and then. Well done, mate, well done.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: RelentlessImp on November 12, 2011, 02:05:26 AM
If you're gonna be editing it, can you fix the math on the Boccob's Blessed Book at long last? It's 100gp per page to fill in a spellbook, so it is, in actuality, 100,000gp worth of spellbook for 12,500gp. Makes it even better!
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: Prime32 on January 22, 2012, 08:38:48 PM
Stuff from MIC:
Medal of Gallantry (throat slot) is 1350gp, gives untyped +2 Diplomacy/-2 Bluff, CL3 Quickened sanctuary 3/day but you take penalties if you break it by attacking.
Piercer Cloak lets you deal +1d6 damage against enemies on lower ground 3/day, doubled if you charge; not much but it's only 900gp.
Slicksilk Belt (2000gp) lets you make Escape Artist checks to escape a grapple/pin as a move action, and grants a +10 competence bonus 1/day
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: phaedrusxy on January 23, 2012, 01:02:52 PM
The CD Bow of the Wintermoon is much worse than the one in the MiC.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: snakeman830 on January 30, 2012, 11:20:56 PM
The CD Bow of the Wintermoon is much worse than the one in the MiC.
Pretty much all of the Relics are better in MIC.
Title: Re: First Floor: Necklaces, Collars, and Amulets
Post by: sreservoir on June 04, 2012, 08:23:33 PM
Amulet of Fortune Prevailing (source/cost?): Cheaper than a mantle of second chances, and you almost always use the mantle on blown saving throws anyway.

miniatures handbook 42, 8000 gp.

Wand of Improvisational (SpC, 15,000): Gives 40 floating points which can be spent as up to four times as a +10 bonus to a skill check. Stacks with Guidance of the Avatar and if Persisted though Metamagic Wandgrip it can be used as a source of four +10 bonuses to Initiative.

improvisation? at CL 20? don't see how you're getting init boosts from it.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: phaedrusxy on June 05, 2012, 01:04:24 PM
Ring of Darkhidden (2,000, MiC). Makes you invisible to Darkvision as a constant ability. It's insanely cheap for what it does, especially if you're in an underdark/dungeon-crawling campaign, etc.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: Endarire on June 07, 2012, 08:57:11 PM
Shapesand (Sandstorm) is wonderful at 100G and 12lb per jug.  It's kinda magical, too.  It isn't listed as being magical, but you can reshape a portion of this with a DC16 WIS check as a standard action.  Sandstorm says you can build fortresses with the stuff, implying that it doesn't easily dissolve in liquid, and it doesn't burn.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: phaedrusxy on June 12, 2012, 04:52:41 PM
I'm kind of amazed that these don't seem to be in here already. They're staples for many of my characters (if they can't generate a similar effect themselves).

Third Eye Freedom (MIC, 2600GP), face slot: Once per day, as an immediate action, gain Freedom of Movement for one round.

Scout's Headband (MIC, 3400GP),
Head slot: Allows you to flush out all of the item's daily charges to gain True Seeing for one minute. Standard action activation. Can spend fewer charges to gain lesser vision-based benefits.

Least Weapon Crystal of Revelation (400 gp): Invisible struck target surrounded by glowing aura for 1 round. Give one of these to the guy in your party who has blindsight/blindsense/etc and everyone else can free-ride on his ability, and spend their resources on something else.

Death Ward (MIC): +1 armor enhancement. Once per day, ignore Death effects, energy drain and negative energy effects as an immediate action.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: snakeman830 on June 12, 2012, 05:04:53 PM
Sandals of the Vagabond (Complete Champion): 4k for a +2 Luck bonus to Initiative and automatic downgrading of exhaustion to fatigue.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: sirpercival on July 09, 2012, 07:25:10 PM
Amulet of Fortune Prevailing is Miniature's Handbook pg 42, 8k gp.
Title: Re: First Floor: Necklaces, Collars, and Amulets
Post by: SorO_Lost on July 24, 2012, 05:52:21 PM
improvisation? at CL 20? don't see how you're getting init boosts from it.
A. CL 20 isn't a puzzling concept seeing how Bards hit CL 20 naturally pre-epic to begin with.

B.
Quote from: SpC, pg121
This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level.

Quote from: http://www.d20srd.org/srd/combat/initiative.htm
At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
fyi, that fact has been floating around for ages now. See also any discussion on Factotums and how awesome their Initiative checks are.

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@Topic, most suggestions added. I know I'm missing 1~2 of Prax's suggestions, but the death ward thing threw me off. I know for a fact there is a cheaper item, probably in the thread already. Dunno, I'll look at things later when I have more time to update stuff. I would like to say thanks for the formatting through. Mostly just copy/pasted things so woot. gj guys.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: Maat Mons on November 12, 2012, 04:10:56 AM
A lawkeeper's lock (Ghostwalk, p72) provides a continuous protection from chaos effect.  It costs 12,100 gp and also lets you use order's wrath and summon monster V once each.  The protection from chaos effect still works after you've used up the spells.  You might be able to get the DM to let you buy one that's already had its uses expended with a discount.  12,100 – 4*9*50*1.5 – 5*9*50*1.5 = 6,025
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: phaedrusxy on December 03, 2013, 09:33:43 AM
A couple of recent finds, both courtesy of CatpNQ's weapon handbook:

Gauntlets of Ghost Fighting (MiC, 4000 gp) This is part of the Wraith's Woe set, which also includes the incredible Shirt of Wraith Stalking. It lets you continually ignore the 50% miss chance for attacking incorporeal foes with weapons and spells, and adds +1d6 damage vs. incorporeal foes. This is crazy good for the price! It's 1000 gp cheaper than the equivalent weapon crystal, and has more benefits! If you have both this and the shirt, you can also use Detect Undead at will.

Impaling: A +1 weapon property (also MiC). 3x/day as a swift action make your next attack a touch attack. This can be very nice for power attackers and/or those using martial strikes instead of full attacks (and especially good if you're combining the two).
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: zugschef on December 03, 2013, 12:34:01 PM
If you're gonna be editing it, can you fix the math on the Boccob's Blessed Book at long last? It's 100gp per page to fill in a spellbook, so it is, in actuality, 100,000gp worth of spellbook for 12,500gp. Makes it even better!
I know that post is over two years old, but it needs to be mentioned: BBB is overrated. Just cast Secret Page when you copy spells into your spellbook.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: SorO_Lost on December 03, 2013, 04:05:35 PM
I know that post is over two years old, but it needs to be mentioned: BBB is overrated. Just cast Secret Page when you copy spells into your spellbook.
Bunko's it's self is older than two years.

However, one needs to remember A Wizard pays per page of text, but "page" in this instance is an arbitrator number. For instance, an Orge's spellbook is larger than a Halfings and a Minuchkin's book is larger than them both. But spell length universally consumes the same number of "pages" no matter the actual size of the paper used. Writting in differant and overlapping colors or using magical means to hide or unhide to create more "space" has zero effect on what the rule state is to be consumed and paid.

Rich Burlew's Order of the Stick made this observation into a joke over six years ago (http://www.giantitp.com/comics/oots0306.html), where one word consumes seven pages worth of "space" and uses 350gp in ink. No, Boccob's Bless Book is quite useful and it isn't based on ignoring rules and inventing causalities for increased loot.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: zugschef on December 04, 2013, 11:14:25 AM
I know that post is over two years old, but it needs to be mentioned: BBB is overrated. Just cast Secret Page when you copy spells into your spellbook.
Bunko's it's self is older than two years.

However, one needs to remember A Wizard pays per page of text, but "page" in this instance is an arbitrator number. For instance, an Orge's spellbook is larger than a Halfings and a Minuchkin's book is larger than them both. But spell length universally consumes the same number of "pages" no matter the actual size of the paper used. Writting in differant and overlapping colors or using magical means to hide or unhide to create more "space" has zero effect on what the rule state is to be consumed and paid.

Rich Burlew's Order of the Stick made this observation into a joke over six years ago (http://www.giantitp.com/comics/oots0306.html), where one word consumes seven pages worth of "space" and uses 350gp in ink. No, Boccob's Bless Book is quite useful and it isn't based on ignoring rules and inventing causalities for increased loot.
What the fuck are you talking about?

http://www.d20srd.org/srd/spells/secretPage.htm
Quote
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: SorO_Lost on December 04, 2013, 02:10:05 PM
The rules Zug, the rules.

You however seem to be over empathizing Secret Page to rewrite any Spell into another. I'm sorry but Calic's Bunko thread never gave a crap about TO, and I'm the wrong guy to talk about changing it. So don't bring your baggage in here ruining it for everyone because you've had a bad week.
Title: Re: Bunko's Bargin Basement (v3.0)
Post by: zugschef on December 04, 2013, 10:11:13 PM
The rules Zug, the rules.
And how you ignore them because you can't admit when you're wrong? Didn't expect anything less from you.

Now have fun in your thread where you're arguing that it's TO to avoid the cost involved with copying spells into your spellbook, although the spells you get to add on level up don't cost anything. :)