Price Check on Raybans of Protection

Gort

Explorer
In our Evil campaign, we've recently acquired a drow PC. This PC is worried about her weakness to bright lights, and is looking for a way around it.

What would you suggest for a price on some goggles that (do nothing) remove the drow light sensitivity penalties?
 

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I might be wrong, but I thought the part of the problem was their skin. Exposure to sunlight blinds their eyes, and creates nausea and dizziness through skin contact.

Or am I just talking out my rear?

EDIT: If I'm going to post, I might as well suggest something. I would just take the cost of making an item with command-activated darkness at will. I think that's 2,000gp x caster level x spell level. But, you gotta have darkness to make it. Since darkness is a level 1 spell (I don't have my books in front of me), that makes it 2,000gp x caster level.

If you wanted to be really cool, you could have it avoid 1d6 light damage per caster level (from spells such as searing light and the like).

This makes me think of that Rayban commercial with all the vampires sitting around watching the sunrise, and the one with the cheap knockoff glasses goes *poof*. I liked that commercial.
 
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There is a feat that remove that weakness in Forgotten Realms Campaign Setting. So, look at other items who simulate a feat and look at their price and it should be in the same range.
 

I don't think this would even really be a magical item. Tinted glass is not a technology unavailable during the typical fantasy/medieval period, and getting eyeglasses made for such isn't something which would cost an immense fortune, or even require the services of a mage.

The downside being that, obviously, it precludes the wearing of a helmet, could fall off, and is made of breakable glass and twistable metal. Plus it would look really stupid, with the attendant penalties, whatever they may be, for looking like a dork.

Not everything in D&D needs a magical solution for it.
 
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Norfleet said:
The downside being that, obviously, it precludes the wearing of a helmet, could fall off, and is made of breakable glass and twistable metal. Plus it would look really stupid, with the attendant penalties, whatever they may be, for looking like a dork.
Oh, no, my friend. The answer is attaching such glasses to a helmet, or even putting a big tinted glass face-plate on a helmet. Sort of like Cobra Commander, who we all know is not a dork because the baroness hangs around him.
 

from the D&D adventure Heart of the Nightfang Spire:

Goggles of Day: can operate in preternaturally bright light, such as might result from a flare, sunbeam, or sunburst spell. Caster level 3rd, 4,000gp.
 

Cergorach said:
from the D&D adventure Heart of the Nightfang Spire:

Goggles of Day: can operate in preternaturally bright light, such as might result from a flare, sunbeam, or sunburst spell. Caster level 3rd, 4,000gp.
Yes, that would certainly do the job, but it's also above and beyond what is actually needed for the task: The character isn't being required to operate in flares, sunbeams, or sunbursts: Just ordinary daylight.

Being someone who suffers from the same daylight problem, as I really, really, despise open sunlight, I speak from personal experience when I say that ordinary tinted sunglasses are more than adequate to shield one's eyes from the painful, burning rays of the accursed sun. At least drow, being naturally dark of skin, won't suffer from painful sunburns. It's a rather interesting coloration to have for one who lives underground all the times: I live in an underground dwelling, and I have the pasty white coloration of a bleached corpse.
 

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