penance said:
Ok, and as for Al; once again, I appluad your enthusiasm!
I really hate to throw off your numbers, because you really seem to want those items. However, I'm very much committed to keeping this party nice and balanced. Also, I'd like to think that the character start out rather 'default' and then work on their awesome items and abilites in game where it can be roleplayed. As such, I will make sure to include items similar to the ones I disallow, and make sure you have the option (should you choose to head for it) to get some or all of those items, just like I will make provisions for everyone to get good items later on. Anyways, Here Follows the Judgement:

D)
here are a couple of my thoughts:
Having items be restricted to use by druids then having their affects be particularly powerful when used by druids is not a restriction, particularly when they're custom made for said druid.
I'm going to say that the mocassins will be 2k, and that, my friend, is a good bargan.
Um - the Manclaw is a +1 Scimitar that only functions as a +1 weapon in the hands of a Druid, Ranger, or someone in-tune with nature. No extra benefit for Druids.
Using 2000 gp credit for it is fine, though.
And 2000 for the Mocassins. Works. (Hey, can't blame me for trying

)
You haven't said anything about the Davidian Pouch, so I assume that one would be okay. However, I'm about to invalidate that.
When it comes to the greater magic fang and barkskin fetish abilities, I'm going to have to say you can choose one of the two. (my math says you'd be lucky to get one of them for 2k!) Finally, any of those fetishes that extend duration becomes effectively 1 day for every two caster levels. If that proves to be troublesome, I will make it 1 day for every three. That should prevent imbalencing.
My suggested formula was
Base Price: 10 gp for a single-use fetish that enhances one pre-chosen spell by one degree in a pre-chosen category. Note: The fetish doesn't cast the spell. The spell has to be memorized and cast by the spellcaster, consuming a slot of the appropriate level.
To find the unmodified price for any given level of spell, multiply the base cost by the level of the spell squared.
To change the fetish from single-use to multiple use, multiply the cost by the number of uses, or by 100 for unlimited use.
To enhance the spell by more than one degree, double the cost for each additional degree. The suggested duration degrees were: Round, Minute, Turn, Hour, Day, (undefined). The modified duration degrees are: Round, Minute, Turn, Hour, Day/2, 5 Days, (undefined)
An unlimited - ie, Greater - Fetish can be modified by number of times per day that the Fetish may be used, and by the number of castings that can be supported by the Fetish.
The standard is 5 castings per day, and 3 castings supported at any one time. (The use of multiple castings per day is in the event of dispellings and the like.)
To alter the number of castings per day, multiply the price by the new number of castings and divide by 5. To reduce the number of castings supported simultaneously, reduce the price by 30% to get 2 castings supported, or by 60% to have a Fetish that supports just one casting.
Building the Barkskin Fetish:
Barkskin is a 2nd level spell. To make a Greater (ie, unlimited) Barkskin Fetish, the base price is 1,000 x (2 x 2), or 4,000 gp.
The duration of the Barkskin spell is 10 minutes per level. The baseline enhancing effect is to increase a category by one degree. Applied to Duration, it becomes 1 hour per level. To increase that to 1 day per 2 levels requires adding another degree of enhancement, doubling the price. The price becomes 8,000 gp.
Five times a day, this fetish may be used to enhance a casting of Barkskin. That's more capability than we need, so we'll reduce the castings per day to 1. 8000 * 1 / 5 = 1,600 gp.
No more than 3 spells enhanced by this fetish may be active at any time. The caster just needs to support a single spell - one cast on himself. This will reduce the price to 4/10ths. 1600 * 4 / 10 = 640.
Final Price: 640
The Gryphonclaw Fetish, which enhances a third level spell, winds up being 1,440 gp by the same process.
The Davidian Pouch stays 1500, but the pebbles only last a day and a half. Doubling the price to 3,000 allows the pebbles to last 15 days.
Unfortunately, you're of the opinion that this is too low a price. How about doubling the base price?, from 10 gp to 20 gp. That makes the Barkskin Fetish 1280 gp, the Gryphonclaw Fetish 2880 gp, and the Davidian Pouch 6,000 gp.
At this point, the Davidian Pouch and the Gryphonclaw Fetish go away, while I keep the Barkskin Fetish.
On the other hand, my math says if you make the healing jar have 8 full doses, it will only cost 800gp.
What formula did you use for that, by the way?
With the Manclaw, Greensong Mocassins, Barkskin Fetish, and 8-dose Healing Jar, I've spent a total of 6,080 gp.
A suit of Darkskin leather armor +1 would be 1,160 gp. I'll increase the value of the enchantment by 50%, to allow it (specifically the armor enhancement bonus) to still function if the wearer is wildshaped. Total Price: 1,660.
Total Spent: 7,740.
If you want to improve any of these abilities, you must petition the wise man of your grove to see if said 'upgrade' is feasible/possible on an individual basis. I hope this doesnt upset you, but keep in mind that there are tons of magic items out there in Syrael, and I promise not to leave you out. *grins*[/sblock]
Ah, mystic secrets and quests. I'm all for it. Note that I _am_ taking Craft Wondrous Item. I may wish to sacrifice discovered magic items to reduce the costs of making my own, if that's possible.
-Albert