Author Topic: Bunko's Bargin Basement (v3.0)  (Read 56194 times)

Offline sreservoir

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Re: First Floor: Necklaces, Collars, and Amulets
« Reply #20 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.

Offline phaedrusxy

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Re: Bunko's Bargin Basement (v3.0)
« Reply #21 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.
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Offline Endarire

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Re: Bunko's Bargin Basement (v3.0)
« Reply #22 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.

Offline phaedrusxy

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Re: Bunko's Bargin Basement (v3.0)
« Reply #23 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.
« Last Edit: June 12, 2012, 04:57:04 PM by phaedrusxy »
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Offline snakeman830

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Re: Bunko's Bargin Basement (v3.0)
« Reply #24 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.
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Offline sirpercival

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Re: Bunko's Bargin Basement (v3.0)
« Reply #25 on: July 09, 2012, 07:25:10 PM »
Amulet of Fortune Prevailing is Miniature's Handbook pg 42, 8k gp.
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Offline SorO_Lost

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Re: First Floor: Necklaces, Collars, and Amulets
« Reply #26 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.

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.
« Last Edit: July 24, 2012, 05:55:18 PM by SorO_Lost »

Offline Maat Mons

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Re: Bunko's Bargin Basement (v3.0)
« Reply #27 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
« Last Edit: November 12, 2012, 04:13:08 AM by Maat Mons »

Offline phaedrusxy

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Re: Bunko's Bargin Basement (v3.0)
« Reply #28 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).
« Last Edit: December 03, 2013, 09:46:43 AM by phaedrusxy »
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Offline zugschef

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Re: Bunko's Bargin Basement (v3.0)
« Reply #29 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.
« Last Edit: December 03, 2013, 12:50:36 PM by zugschef »

Offline SorO_Lost

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Re: Bunko's Bargin Basement (v3.0)
« Reply #30 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, 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.

Offline zugschef

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Re: Bunko's Bargin Basement (v3.0)
« Reply #31 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, 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.

Offline SorO_Lost

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Re: Bunko's Bargin Basement (v3.0)
« Reply #32 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.

Offline zugschef

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Re: Bunko's Bargin Basement (v3.0)
« Reply #33 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. :)