RangerWickett
Legend
Eowhisperer Charm: This magic item, an ornate shawl that fits over the horse’s mane and ears, allows a creature with an Intelligence of 1 or 2 to understand the Common tongue as if it were affected by a speak with animals spell. This item fills the head body slot. An animal wearing this can be handled as a free action or pushed as a move action, and it eventually begins to exhibit signs of an uncanny intelligence.
Fimblewinter Charm: A silvery cord threaded with several rings of sapphire-studded silver rings, when wrapped around the handle of a weapon, this charm can causes the weapon to deal +1d6 cold damage with each strike. However, attacks that deal cold damage deal 1 additional point of damage to the weapon’s wielder.
Hurling Bracers: These items can be activated as a swift action once per day. For one round, the wearer is treated as one size category larger for purposes of lifting capacity, grappling, and what sort of weapons the creature can wield. If being treated as larger would be a detriment for any given effect, it may use its normal size instead. (For instance, a human would not suddenly be unable to use a Medium dagger just because he counts as being Large).
Inquisitor Mask: Inquisitors believe that their masks protect their souls from hostile magic. Male inquisitors favor masks carved to resemble (or actually made from) bear skulls, while female inquisitors prefer ones that look more like heavily-decorated masquerade masks. An inquisitor mask takes up the eyewear item slot.
A creature wearing an inquisitor mask can choose as a free action to have the mask alter his voice to be more menacing and feral, granting a +2 enhancement bonus to Intimidate checks. Additionally, for 3 rounds per day the mask makes its wearer immune to possession, and to attempts to exercise mental control, as with protection from good. This effect functions immediately when needed, and ends when it is no longer needed. The rounds can be spread across the day.
If possible, I'd like both what you think it would cost before Magic Item Compendium came out, and what it should cost post-MIC. Thanks.
Fimblewinter Charm: A silvery cord threaded with several rings of sapphire-studded silver rings, when wrapped around the handle of a weapon, this charm can causes the weapon to deal +1d6 cold damage with each strike. However, attacks that deal cold damage deal 1 additional point of damage to the weapon’s wielder.
Hurling Bracers: These items can be activated as a swift action once per day. For one round, the wearer is treated as one size category larger for purposes of lifting capacity, grappling, and what sort of weapons the creature can wield. If being treated as larger would be a detriment for any given effect, it may use its normal size instead. (For instance, a human would not suddenly be unable to use a Medium dagger just because he counts as being Large).
Inquisitor Mask: Inquisitors believe that their masks protect their souls from hostile magic. Male inquisitors favor masks carved to resemble (or actually made from) bear skulls, while female inquisitors prefer ones that look more like heavily-decorated masquerade masks. An inquisitor mask takes up the eyewear item slot.
A creature wearing an inquisitor mask can choose as a free action to have the mask alter his voice to be more menacing and feral, granting a +2 enhancement bonus to Intimidate checks. Additionally, for 3 rounds per day the mask makes its wearer immune to possession, and to attempts to exercise mental control, as with protection from good. This effect functions immediately when needed, and ends when it is no longer needed. The rounds can be spread across the day.
If possible, I'd like both what you think it would cost before Magic Item Compendium came out, and what it should cost post-MIC. Thanks.