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How much should these magic items cost?
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<blockquote data-quote="Andre" data-source="post: 3550254" data-attributes="member: 25930"><p>Sorry, no clue. 500gp? Might be useful in limited situations, but not in any major way (that I can think of). If you put it on an animal you bring along on adventures, the animal will likely be killed in short order (adventuring is pretty hazardous to animal companions). If you try to put it on an animal you meet while adventuring, you're going to have to succeed at an animal handling roll just to get the charm on the creature. The more I think about it, this strikes me a great "roleplaying" item - something that might fit a particular character concept, but has limited combat impact.</p><p></p><p></p><p>2,000 gp. I believe that's higher than the gems from MIC, but I happen to think they're very underpriced. 2K is the price of a basic +1 weapon enhancement, and this could be put on any weapon, so I could see an argument for a higher cost. The drawback is so minor that I'm ignoring it.</p><p></p><p></p><p>500 gp. I'd also change it to an immediate action, so a character could use it when about to be grappled. Otherwise, given that it's just one round once per day, it's pretty minor. Still, could be a life-saver in rare situations, so a good item to have.</p><p></p><p></p><p>1,000 gp. The protection from possession is useful, but limited in duration and activation (the character might be possessed long before he knows to activate the mask). The bonus to intimidate is nice, but requires wearing a rather noticeable mask, which doesn't help the character "blend in". </p><p></p><p>BTW, I love the flavor and limited usefulness of the items. None are overpowered, yet each can be important in the right situation. I suspect they also fit well with certain character concepts and would, therefore, be valued by those characters above their "objective" worth.</p></blockquote><p></p>
[QUOTE="Andre, post: 3550254, member: 25930"] Sorry, no clue. 500gp? Might be useful in limited situations, but not in any major way (that I can think of). If you put it on an animal you bring along on adventures, the animal will likely be killed in short order (adventuring is pretty hazardous to animal companions). If you try to put it on an animal you meet while adventuring, you're going to have to succeed at an animal handling roll just to get the charm on the creature. The more I think about it, this strikes me a great "roleplaying" item - something that might fit a particular character concept, but has limited combat impact. 2,000 gp. I believe that's higher than the gems from MIC, but I happen to think they're very underpriced. 2K is the price of a basic +1 weapon enhancement, and this could be put on any weapon, so I could see an argument for a higher cost. The drawback is so minor that I'm ignoring it. 500 gp. I'd also change it to an immediate action, so a character could use it when about to be grappled. Otherwise, given that it's just one round once per day, it's pretty minor. Still, could be a life-saver in rare situations, so a good item to have. 1,000 gp. The protection from possession is useful, but limited in duration and activation (the character might be possessed long before he knows to activate the mask). The bonus to intimidate is nice, but requires wearing a rather noticeable mask, which doesn't help the character "blend in". BTW, I love the flavor and limited usefulness of the items. None are overpowered, yet each can be important in the right situation. I suspect they also fit well with certain character concepts and would, therefore, be valued by those characters above their "objective" worth. [/QUOTE]
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