penance said:
Al: I dont know what I'm going to do with you!

[sblock]If you're going to start making up tons of magic items to start with, you're going to have to remember the 8k gold starting limit. Each of your new items needs to be posted with prices (and idealy your math in calculating the costs). Also, note that your characters storyline means you werent really raised as a druid, you are more of a convert if i've got it understood correctly, and so wouldnt have the full wealth of druidic culture behind you. I do appriciate your ideas when it comes to items. Perhaps I set the starting gold a little high: I'd like the characters to start out rather default, and then fill them in with their awesome stuff as we play. Ill have to think about that.
And as far as slavers go, You'll find out when we get there!

just 'assume' that i havent made my mind up yet.[/sblock]
Not trying to be difficult, merely claim as much flavor and coolness as possible. Clever, yes. Difficult, only by accident
By the way, I intend to take Craft Wondrous Item, which is how I'm going to justify him having Wondrous Items on him.
Okay, I posted 6 magic items.
The
Manclaw is a +1 weapon with a minor limitation. A base price of 2000, although I think that should be reduced a bit. The sword uses the Green-ness of the wielder as the final mystical circuit to let the magic work. A 25% mitigation seems reasonable(A restriction to Law, Chaos, Good, Evil, divine magic users, any followers of a specific deity, Arcane magic-users, or any specific class might provide identical mitigation), so a final cost of 1,500.
The
Greensong Mocassins are modified Boots of Striding and Springing. By formula those boots ought to be 2000 gp, maybe 2,500, but the book lists them as 5,500 gp.
The severe price boost - x2.5 or so - is there for obvious reasons. You can easily run away from almost anything, anywhere. This works in the great outdoors - it's useless for most dungeon romps or town chase scenes. Let's put it back to the original 2,000 gp, and add the Green requirement from above to bring the final price down to 1,500 gp.
I have now spent 3,000 gp.
The
Gryphonclaw Fetish and the
Barkskin Fetish have virtually identical effects. There isn't a formula for their costs, but developing one shouldn't be too onerous.
The
Davidian Pouch is an obvious variation of the Fetish pattern.
A single-use fetish can be compared to a scroll. It's obviously less useful - it enhances a spell specific spell, but the caster must provide the spell. Let's set the base value of a single-use fetish at 10 gp, or 5 gp and 4/10 xp if you make them yourself. (The xp cost rounds up - better make them in batches.)
Of course, we don't want a 9th level spell to be boostable for just 10 gp. Multiplying the base value by the spell level gives you 90 gp for a 9th level fetish. Still too low. However, the spell level
squared puts the value of a single-use 9th level fetish at 810 gp, or 410 gp and 32.4 xp to make.
What about a multiple-use fetish? The cost of an item that is charged with 50 charges is 1/2 the cost of an item with unlimited uses. Therefore, the price of a Greater Fetish - that is, one that enhances a single spell an unlimited number of times - is 100 times the cost of a single use Lesser Fetish.
Next, we need to know how much we're going to enhance the spell in question. For convenience sake, we'll divide duration up into categories. The categories are: Round, Minute, Turn (AD&Dism, means 10 minutes), Hour, and Day. (Longer durations may exist, but we don't need to worry about them at the moment.)
(Other areas might benefit from fetishistic enhancement, but we can worry about those later.)
It seems reasonable that the base improvement is of 1 category, providing an Improvement Multiplier of 1. Let's double the Improvement Multiplier for each additional category. Thus, improving the duration by 2 categories is an Improvement Multiplier of 2. Improving it by 3 categories is an Improvement Multiplier of 4, and so on.
We now know enough to construct the
Davidian Pouch.
The
Davidian Pouch enhances the duration of a potentially unlimited number of Magically Stoned pebbles. (Feel free to snicker at the idea of Druid potheads.) Magic Stone is a first level spell. The base cost of the
Pouch is therefore 1000 gp. It boosts the duration from 3 Turns to 3 Days, an Improvement Multiplier of 2, bringing the cost to 2000 gp. (Luhal can spend 1000 gp and 80 xp to improve it so the effect boosts the duration from 30 Minutes to 30 days, when he gets around to it - this will take a couple of days in a sacred grove.)
However, the effect is strictly limited to pebbles that are in the
Pouch. This is a Strict Limitation (you can't just pop the pebble in the pouch for a minute to get the benefit, thus it's Strict as opposed to Moderate or Minor) that is satisfied with Moderate Ease (just leave the pebble in the pouch until you need it).
All those capital letters above don't have any formulas attached to them, but I think a 25% cost mitigation is reasonable. The
Davidian Pouch thus has a final cost of 1500 gp. (I'm not stupid enough to argue for a Green Mitigation discount, since this is already keyed into a specific spell.)
Total amount spent: 4,500 gp.
If you work the numbers, the
Barkskin Fetish has a value of 8000 gp, and the
Gryphonclaw Fetish has a value of 2000 gp. Um, no. If nothing else, I wanted the
Gryphonclaw Fetish to work with
Greater Magic Fang, the 3rd level spell, not
Magic Fang the 1st level spell. 18,000 gp for the
Gryphonclaw Fetish is just too much. Time to look at mitigation factors, try to get that 26,000 total gp cost down to something managable.
What do I want? I want to be able to cast
Greater Magic Fang and
Barkskin on my Druid and his companion wolf Carper and not have to renew the effect for a few days.
How about a 1/day effect? Consulting the creation guidelines, limiting an effect to 1/day reduces the price to 20%. We're down to 5,200, which is still too high.
It's also three times the casting potential than I actually need. This would allow me to cast the effects on four other individuals throughout the cycle.
How about we limit the effect to enhancing no more than y spells at any one time as well as x/day spells. We'll say that supporting only 1 spell at a time reduces the price to 40%, 2 spells at a time reduces the price to 30%, and 3 spells at a time does not change the price at all.
Applying the reductions to the
Barkskin Fetish brings the price down to 640 gp for a
Fetish that will only support one casting of the
Barkskin Spell, or 1120 if it can support two castings of the spell.
Applying the same reductions to the
Gryphonclaw Fetish brings the price down to 1,440 gp for a
Fetish that will only support one casting of the
Greater Magic Fang spell, or 2520 if it can support two castings of the spell.
With only 3,500 gp left to spend, I'll get the reduced versions, and upgrade them when I can during downtime. (Upgrading the
Barkskin Fetish will cost 240 gp and 19.2, or 20, xp. Upgrading the
Gryphonclaw Fetish will cost 540 gp and 43.2, or 44, xp.) The two
Fetishes cost a total of 2080.
Total Amount Spent: 6580
The
Healing Jar is the odd man out in this - it's either come up with a system for similar effects or just eyeball it.
I'm gonna eyeball it at 1,300 gp. It's quite useful, but it can't substitute for a Cure spell in combat, and once it's used up it takes correct knowledge - let's bump the DC up to 20 - and a minimum of 1 day plus the time to gather fresh ingredients to recharge it.
Total amount spent: 7880.
120 is easily enough to outfit Luhal with the mundane gear I have in mind for him.
-Albert