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BoED-Ancestrial Relic

Lela

First Post
I had a flash of insight a few nights ago and popped open the BoED to the Ancestrial Relic page. Seems to make sense and isn't all that bad (in fact, I might allow it w/o the feat really) but I noticed a little discrepency.

Seems, at 20th level, your Relic can be worth as much as 380,000 GP. Problem is that I was looking at it for another PC's Katana and weapons max out at 200,000 GP (non-Epic) and Epic Weapons are in the millions range for stuff like this.

How would someone utilize this feat up to the full 380,000 with a weapon? Is it even possible?


[Note: Numbers might be slightly off. I'm not with my books right now. :(]
 

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The feat is definitely nice! It means that when you find useless loot you don't have to sell it for half, you can instead give it to the guy with the ancestral relic, and he can sacrifice it for full.

To get above 200,000gp for weapons, add different abilitiers that cost flat money. Just from Core rules you could make it intelligent. Many Forgotten Realms supplements have weapon abilities that cost a flat fee (Spellblade, Dispelling, Greater Dispelling, etc.). Oriental Adventures also has quite a few weapon abilities that cost a flat fee.
 

It could be a double weapon, or it could be intelligent, or it could have +gold abilities. The core rules don't have any I recall for weapons, but they have them for armor so other supplements may have them for weapons.
 

Intellegent!

Doh!

That definitally helps.

Plenty of +gold stuff for Armor in the DMG, which is what I figured would work for weapons. Then I looked and didn't find any. I don't know of any rule that says you can't have +gold for weapons, so they could very well be in other products.
 
Last edited:

Lela said:
Plenty of +gold stuff for Armor in the DMG, which is what I figured would work for weapons. Then I looked and didn't find any. I don't know of any rule that says you can't have +gold for weapons, so they could very well be in other products.

You can also just make up your own using the x1.5 price modifier for the relevant ability. For example, suppose you're making a sword for a swashbuckler-type which gives a +5 competence bonus to Bluff and Tumble checks. It would cost an extra 7,500 gp (+3,750 gp for each of the skills).
 


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