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Thread: Summoner Items

  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Jun 2010

    Default Summoner Items

    Belt of Temporal Summoning
    Price:1,000 gp (+1), 9,000 gp (+2), 27,000 gp (+3)
    Body Slot: Belt
    Caster Level: 1
    Aura: Faint Universal DC 16
    Activation: None

    You must wear this belt for 24 hours before it takes effect. Whenever you cast a spell that summons a creature, its duration increases as if you were of a higher level (+1 level for minor, +2 for greater, +3 for major).

    Prerequisites: Craft Wondrous Item, Able to cast a spell that summons a creature.
    Cost to Create: 500 gp, 12exp, 2 days (+1), 4,500 gp, 112exp, 18 days (+2), 13,500 gp (+3) 337exp, 54 days.


    Summoning Gloves
    Price: 6,000 gp (+2); 24,000 gp (+4); 54,000 gp (+6)
    Body Slot: gloves
    Caster Level: 8
    Aura: Moderate Transmutation and Conjuration DC 17
    Activation: None

    These gloves are desired by true summoners everywhere. Each glove is black linen with an image of the corresponding animal to each buff: bear for constitution, bull for strength, cat for dexterity, eagle for charisma, fox for intelligence, and owl for wisdom. The minor boost shows the animal sleeping. The moderate boost shows the animal by its side. The major boost shows the animal by its front, with a faint white glow.

    You must wear these gloves for 24 hours before they take effect. Each set of gloves corresponds to a different ability score. Any creature that you summon gains an enchantment bonus (+2, +4, or +6 based on version) to that ability score.

    For example, a set of Summoning Gloves of the Bull +2 would give any summoned creature a +2 enhancement bonus to strength.

    Prerequisites: Craft Wondrous Item, Must know a spell that can summon at least one creature, One of Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, and Owl's Wisdom.
    Cost to Create: 3,000 gp (+2), 12,000 gp (+4), 27,000 gp (+6); 75exp, 300exp, 675exp; 6 days, 24 days, 54 days.


    Summoning Gloves of Magnificence
    Price: 32,500 gp (+2); 150,000 gp (+4)
    Body Slot: gloves
    Caster Level: 8
    Aura: Moderate Transmutation and Conjuration DC 17
    Activation: None
    Weight:

    Rare, silk white gloves crested with a bear, bull, cat, eagle, fox, and owl in a hexagon. Only the best summoners even have a chance of obtaining them.

    You must wear these gloves for 24 hours before they take effect. Any creature that you summon gains an enchantment bonus (+2 or +4) to each ability score.

    Prerequisites: Craft Wondrous Item, Must know a spell that can summon at least one creature, All of Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, and Owl's Wisdom.
    Cost to Create: 16,250 gp (+2), 75,000 gp (+4); 406exp, 1875exp; 33 days, 150 days.

    Boots of the Summoned Hulk
    Price: 40,000gp
    Body Slot: Feet
    Caster Level: 12
    Aura: Moderate Transmutation DC 18
    Activation: None

    With a stomp as you cast your summon spell, your summoned creatures are more prepared for battle.

    When you use a summon spell, you may choose to activate this magic item. Doing so halves the amount of rounds that the summoned creatures stay. The creatures summoned when you used this ability are considered one size larger for special attacks, including bull rush attempts, trip attempts, grapples, and swallow whole.

    Prerequisites: Craft Wondrous Item, Ability to cast a spell that summons a creature, Transmutation of at least 3rd level.
    Cost to Create: 20,000 gp, 1000exp, 80 days.
    On balance: Just because you don't agree with the level of balance doesn't mean that others cannot. While balance is objective, which balance is being aimed at is subjective.

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  2. - Top - End - #2
    Orc in the Playground
    Join Date
    Aug 2006
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    Default Re: Summoner Items

    Why are the summoning gloves more expensive then the PC stat increases? If anything these are pretty niche items.

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Jun 2010

    Default Re: Summoner Items

    Simply because if you are a focused summoner, which you would be if you bought these, you would be summoning multiple creatures. Multiple creatures means multiple bonuses. Multiple bonuses means higher cost. In this case, a 50% increase.
    On balance: Just because you don't agree with the level of balance doesn't mean that others cannot. While balance is objective, which balance is being aimed at is subjective.

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  4. - Top - End - #4
    Orc in the Playground
    Join Date
    Aug 2006
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    Default Re: Summoner Items


    Other Considerations
    Once you have a final cost figure, reduce that number if either of the following conditions applies:

    Item Requires Skill to Use
    Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

    Item Requires Specific Class or Alignment to Use
    Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.


    Prices presented in the magic item descriptions (the gold piece value following the itemís caster level) are the market value, which is generally twice what it costs the creator to make the item.

    Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.

    Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas arenít enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.
    Ah, but if the "specific" class is a focused summoner then that would actually warrant a discount in the price not an increase. Also, if the items where incorperated into a campaign as regular items they could appear in a random stash which, depending on the circumstances could mean that it wouldn't be used by a focused summoner.
    Last edited by olelia; 2010-11-28 at 08:48 PM.

  5. - Top - End - #5
    Troll in the Playground
     
    GreenSorcererElf

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    Jun 2006
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    Oregon
    Gender
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    Default Re: Summoner Items

    I would also note that Augment Summoning gives a +4 enhancement to strength and constitution, which would not stack with the gloves. Since these are the two abilities most likely desired by a summoned creature, and just about every summoning prestige class or other ability either gives it to you for free or requires that you take it, the only thing I see the gloves as useful for is boosting the DC of summoned creature's special abilities. Which could be pretty awesome, if you're playing it up to the max. The "magnificence" one is pretty much useless though, even for a focused summoner with a whole horde, the benefit isn't worth the cost. The Belt of Magnificence is only useful because it frees up item slots on a player character and makes epic gear selection simple, and summoned creatures have neither of these to deal with.
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  6. - Top - End - #6
    Dwarf in the Playground
    Join Date
    Jun 2010

    Default Re: Summoner Items

    With the Magic Item Compendium, magic item slots don't matter anymore.

    Also, not all items adhere to that formula. The formula fails, IMO, for items that give a bonus to multiple creatures, even if they don't stay around forever. Effectively, putting the +4 on gives your summoned creatures a +2 to AC, attacks, senses, saves, special abilities, and skill rolls. You get out 5 creatures in a spell (assuming you don't get the metamagic that doubles variable rolls) on a good roll, and that is a +10 bonus per round, if you only make one die roll per round per creature. It is *definitely* worth its price.

    Note that the items (except the temporal one) should have "for the duration that the creature is summoned." appended at an appropriate place. This is fixed at their main storage (the wiki) already.

    Edit

    I inspired an item from Ghostwheel (at the wiki). Here it is. He said it was fine if I posted it here.

    Circlet of Quickened Summoning
    Price: 2,000 gp; 12,000 gp
    Body Slot: head
    Caster Level: 6, 13
    Aura: Moderate Transmutation and Conjuration DC 17
    Activation: None
    Weight:

    This circlet glows faintly with strange runes, flaring whenever a summoning spell is cast.

    Characters who wear the lesser version of this circlet can cast spells with the Summoning subtype that are normally a one-round action as a full-round action,

    Characters who wear the greater version of this circlet can cast spells with the Summoning subtype that are normally a one-round action as a standard action.

    Regardless of which version is worn, the summoned creature is limited to a single standard action as though staggered, even if it would normally be immune to that condition.

    Prerequisites: Craft Wondrous Item, Quicken Spell, must know a spell that can summon at least one creature and haste.
    Cost to Create: 1,000 gp (Lesser), 6,000 gp (Greater); 25 exp, 150 exp; 1 day, 12 days.
    Last edited by Havvy; 2010-11-29 at 02:41 AM.
    On balance: Just because you don't agree with the level of balance doesn't mean that others cannot. While balance is objective, which balance is being aimed at is subjective.

    DnD-Wiki (a place to store your homebrew) (is not DandDWiki) | My Homebrew |
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  7. - Top - End - #7
    Troll in the Playground
     
    PirateGirl

    Join Date
    Sep 2007
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    Elemental Plane of Purple
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    Default Re: Summoner Items

    Havvy, you are mistaken. Even with the Magic Item Compendium, item slots do matter. See pages 4 and pages 218-210. Items which are supposed to be carried and thus aren't worn, have the dash and are often indicated by "(held)". slots. Furthermore, page 286 of the MIC has a handy Magic Item Record Sheet showing exactly where items are meant to be worn.

    Items which are meant to worn still have slots. Gauntlets and Gloves have "hands" as their slot; bracers have "arms" as their slot and so forth. Rings have "ring" as their slot, presumably because you can wear rings on various body parts (toes, ears, nose, fingers, etc.). FYI, belts have "waist" as their slot in the MIC.

    Debby
    Last edited by Debihuman; 2010-11-29 at 03:05 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  8. - Top - End - #8
    Troll in the Playground
     
    GreenSorcererElf

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    Default Re: Summoner Items

    I believe what he meant was that the MiC changed the pricing guidelines/rules so that flat ability score adjustments (and save bonuses, and other stuff) don't get a markup when added to another item. Thus, you can wear whatever nifty item you want in a particular slot and still have the basic ability score bonus that would normally be in that slot.

    While this is important, it doesn't change the fact that those bonuses are tied to those items. What if you want to cycle through multiple Heartseeking Amulets after every fight? Anklets of Translocation and Boots of Haste? Belts of Battle? What if you're carrying a Necklace of Adaptation in case of watery emergency, but you're going to be fighting underwater when you tied your con bonus to another item? If your constitution bonus is tied to one amulet, then you can't use a different amulet without losing the bonus, and you've got the same problem with every other item you might want to switch out. This is what the Belt of Magnificence is good for when you've got huge amounts of cash. You buy one belt, wear it all the time, and then just do whatever you want with the rest of your cash and item slots. You don't have to plan out your items and there's just the one or two slots tied up by your important stuff. Now granted, tying all your bonuses to one item is actually a bad idea (since it can be suppressed with a single spell, screwing you bad*), but it does make for some great simplicity that you simply will never get if you want multiple stat bonuses spread over different items.

    *My solution would be to order a Vest of Magnificence instead. Then add Vest of Resistance, maybe a shirt ability or two, and cover the whole thing with a simple non-magical robe. The robe blocks line of effect, so no dispelling. And now that your belt slot is open, you can cycle multiple Belts of Battle, which your can obviously afford by this point
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