Author Topic: Bunko's Bargain Basement Reopened  (Read 298049 times)

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Surreal

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Re: Bunko's Bargain Basement Reopened
« Reply #80 on: December 31, 2008, 04:23:31 PM »
I saw this item in Drow of the Underdark which I thought was pretty good:
Bracers of Murder: 8000gp, +2 attack/damage vs flat-footed, +2 Death Attack DC, reroll 1's for sneak attack
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Agita

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Re: Bunko's Bargain Basement Reopened
« Reply #81 on: December 31, 2008, 10:26:23 PM »
Two items that I didn't see (read: I Ctrl+F'd and they didn't come up) are Keepcool Salve and Liquid Sunlight.

Keepcool Salve (Sandstorm 102): 50 gp, Increases your level of heat protection by one and grants a +1 circumstance bonus to Fort saves against damage from hot environs. The item entry doesn't state when the effect would wear off, so by RAW, once you lube yourself (heh), you have the protection forever. I'm not sure how if at all the heat protection stacks, but as it explicitly doesn't give a bonus, but "increases your level of heat protection", my guess would be that it does. If so, an easy 200 gp buys you complete protection from any hot environments short of burning air forever. Neat.

Liquid Sunlight (Complete Scoundrel 110): 20 gp. Now, this thing is pretty bad. It's supposed to be thrown or used as a sling bullet against stuff that's vulnerable to light. What it does to said stuff is nowhere near worth mentioning. The easily overlooked first seven words of the entry, however, are. According to these seven words, it gives off light as a torch at all times. Yes, ladies and gentlemen, this little trinket is essentially a smaller, lighter Everburning Torch, for 18% of the price. Also, an item that is better when you don't use it. Beautiful.
Be careful not to crush them in your pocket, though - I hear sunlight can make some nasty stains. ;)
« Last Edit: December 31, 2008, 10:29:45 PM by Agita »
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randcortin

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Re: Bunko's Bargain Basement Reopened
« Reply #82 on: January 16, 2009, 07:53:20 AM »
Quote
Gloves of the Master Strategist (Ghostwalk, 3,600 gp) True Strike 1/day and functions like gloves of storing

Glove of Storing (DMG 257, 10,000 gp)  A handy way to conceal that lance or magic staff until you need it.


I assume that the Gloves of the Master Strategist have some limitations on its storage, compared to a Glove of Storing?
Otherwise I can't see any reason not to use them over GoS, given that they grant a 1/day True Strike and costs 6,400 gp less...

The Gloves of the Master Strategist are from the Ghostwalk book, which is used in a separate campaign setting, as opposed to being in the DMG for Glove of Storing. So if you can pick items and stuff from other settings, they're strictly better; most people, though, are limited in that respect, and I think that's the reason for the price difference.

Widow

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Re: Bunko's Bargain Basement Reopened
« Reply #83 on: January 18, 2009, 11:13:03 AM »
Maybe I missed them (I posted them in the original thread on wizards), but I don't see Horseshoes of the Flame from savage speices.  They add an unlisted bonus of +10 Int, +6 Cha, +2 Dex, fly speed 90 good, and 1d4 fire damage on hooves.  They takes some work, but are huge bonuses for 30,240 gp.  Make use of the item crafting rules for different slots (45k gp) or slotless (60k gp) with a little Use Magic device roll to emulate the horse race.  They worked great on a beguiler and psion characters I have run.  Now if anyone had an awakend horse build.... :o

BowenSilverclaw

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Re: Bunko's Bargain Basement Reopened
« Reply #84 on: January 18, 2009, 11:44:53 AM »
Okay, those are so getting abused by my wizard :D

EDIT: The bonuses only applied when transformed in a Nightmare, a bit difficult to cast my spells that way unless I spend 2 feats...
Works fine for Psions though :P


« Last Edit: January 18, 2009, 12:07:48 PM by BowenSilverclaw »
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Tshern

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Re: Bunko's Bargain Basement Reopened
« Reply #85 on: January 18, 2009, 02:50:04 PM »
Maybe I missed them (I posted them in the original thread on wizards), but I don't see Horseshoes of the Flame from savage speices.  They add an unlisted bonus of +10 Int, +6 Cha, +2 Dex, fly speed 90 good, and 1d4 fire damage on hooves.  They takes some work, but are huge bonuses for 30,240 gp.  Make use of the item crafting rules for different slots (45k gp) or slotless (60k gp) with a little Use Magic device roll to emulate the horse race.  They worked great on a beguiler and psion characters I have run.  Now if anyone had an awakend horse build.... :o
...what the fuck?

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BowenSilverclaw

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Re: Bunko's Bargain Basement Reopened
« Reply #86 on: January 18, 2009, 02:58:33 PM »
Hey Tshern, about my Wizard in your PbP campaign...


:P
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Tshern

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Re: Bunko's Bargain Basement Reopened
« Reply #87 on: January 18, 2009, 05:33:25 PM »
Hey Tshern, about my Wizard in your PbP campaign...


:P
I was about to get started with that; it's banned.

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BowenSilverclaw

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Re: Bunko's Bargain Basement Reopened
« Reply #88 on: January 18, 2009, 05:37:29 PM »
Good to see you still have some sanity :)

Besides, it wouldn't be until level 15, when I would have access to the DCFS anyway :P
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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Tshern

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Re: Bunko's Bargain Basement Reopened
« Reply #89 on: January 18, 2009, 07:00:11 PM »
I meant your character is banned. Pack your bags and get out of my internet(z).

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BowenSilverclaw

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Re: Bunko's Bargain Basement Reopened
« Reply #90 on: January 18, 2009, 07:00:56 PM »
Yeah, obviously...

:P

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Caelic

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Re: Bunko's Bargain Basement Reopened
« Reply #91 on: January 18, 2009, 07:39:08 PM »
I think I'm going to steer clear of including the Horseshoes; applying them to something other than an ordinary horse requires some fairly debatable tactics. 

Negative Zero

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Re: Bunko's Bargain Basement Reopened
« Reply #92 on: January 18, 2009, 09:26:16 PM »
There's always the Legendary Horse Wild Shape.

Caelic

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Re: Bunko's Bargain Basement Reopened
« Reply #93 on: January 18, 2009, 10:58:40 PM »
There's always the Legendary Horse Wild Shape.


Well, yeah, but I think it's a stretch to call that an "ordinary horse."  It's a fun find, but given that it's 3.0 and requires a pretty lenient DM, I think it's best to leave it off the shelves.  Bunko doesn't want to get sued because someone nailed a pair of horseshoes to his feet. ;)

sombrastewart

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Re: Bunko's Bargain Basement Reopened
« Reply #94 on: January 19, 2009, 02:55:49 AM »
Maybe I missed them (I posted them in the original thread on wizards), but I don't see Horseshoes of the Flame from savage speices.  They add an unlisted bonus of +10 Int, +6 Cha, +2 Dex, fly speed 90 good, and 1d4 fire damage on hooves.  They takes some work, but are huge bonuses for 30,240 gp.  Make use of the item crafting rules for different slots (45k gp) or slotless (60k gp) with a little Use Magic device roll to emulate the horse race.  They worked great on a beguiler and psion characters I have run.  Now if anyone had an awakend horse build.... :o

For what it's worth, couldn't you get away with that on a centaur build?

Rebel7284

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Re: Bunko's Bargain Basement Reopened
« Reply #95 on: January 19, 2009, 04:17:13 AM »
For what it's worth, couldn't you get away with that on a centaur build?

If you could convince the DM that a centaur is a "normal horse."

The issue I see with using it as a wizard with UMD is that each activation lasts for 7 hours.  You need 8 hours of rest to prepare spells.  Therefore, I don't see how you can prepare bonus spells due to INT off of it.  Using it to add 5 to your save DCs via a DC 25 UMD check seems to work though if you can get 4 legs.
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Tshern

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Re: Bunko's Bargain Basement Reopened
« Reply #96 on: January 19, 2009, 08:35:35 AM »
Find the DM a picture of a farm located somewhere in Ukraine, I am sure you could find some tasty centaur pictures to prove your case.

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BowenSilverclaw

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Re: Bunko's Bargain Basement Reopened
« Reply #97 on: January 19, 2009, 08:42:42 AM »
*Writes down Centaur as possible Polymorph option*

:P
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BowenSilverclaw

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Re: Bunko's Bargain Basement Reopened
« Reply #98 on: January 19, 2009, 08:44:00 AM »
If you could convince the DM that a centaur is a "normal horse."

The issue I see with using it as a wizard with UMD is that each activation lasts for 7 hours.  You need 8 hours of rest to prepare spells.  Therefore, I don't see how you can prepare bonus spells due to INT off of it.  Using it to add 5 to your save DCs via a DC 25 UMD check seems to work though if you can get 4 legs.
That's what UMD is for, to emulate the horse race :P

Also, with the right items, you only need 1 or 2 hours of sleep IIRC :)

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

bayar

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Re: Bunko's Bargain Basement Reopened
« Reply #99 on: January 19, 2009, 09:19:35 AM »
If you could convince the DM that a centaur is a "normal horse."

The issue I see with using it as a wizard with UMD is that each activation lasts for 7 hours.  You need 8 hours of rest to prepare spells.  Therefore, I don't see how you can prepare bonus spells due to INT off of it.  Using it to add 5 to your save DCs via a DC 25 UMD check seems to work though if you can get 4 legs.
That's what UMD is for, to emulate the horse race :P

Also, with the right items, you only need 1 or 2 hours of sleep IIRC :)



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