[Epic D&D] Peace No More (Full-Again)

Thels

It would be cool if you played a cleric cohort. My character has a level 30 cohort if Jemal uses the same formula from before. My character is below

Everyone... I used the SRD to try to upgrade to 3.5 If you see anything I missed please let me know

GE

Rynin Brightshield
Half-Celestial 3/ Human Fighter 1 / Paladin 23/Divine Emissary 6

38 Str: 16 Base +4 Racial +5 tome/inherent +10 belt/enhance +2 level
28 Dex: 16 Base +2 Racial +4 tome/inherent +6 enhance
32 Con: 16 Base +4 Racial +5 tome/inherent +6 enhance +1 Level
18 Int: 12 Base +2 Racial + 4 Tome
20 Wis: 12 Base +4 Racial +4 tome/inherent
39 Cha: 16 Base +4 Racial +8 rod/enhance +5 tome/inherent +4 level

AC: 49 - 10 Base + 6 Natural +12 Armor + 7 shield + 5 ring +9 Dex
HP: 540 (29d10 +319)
Speed: 60 ft (Boots)
Languages: Common, Celestial, Infernal, Abyssal, Draconic
Initiative: +9 Dex
Alignment: LG
XP:

Special Attacks: Prot/Evil (3/day); Bless, Aid, Detect Evil (will); Cure Serious; Neutralize Poison; Holy Smite; Remove Disease (spell); Dispel Evil; Holy Word; Holy Aura (3/day); Hallow; Symbol; Summon Monster IX (Celestial Only); Resurrection; Smite (+14 AT/+58 Dam) 4 x/ day; divine inspiration 2x/day (+2 AT/dam 10 rounds); Greater Planar Ally; Greater Turning 1x/day; Turning 15x/day (or divine might)

Daylight As spell; at will
Bless Allies gain +1 attack and +1 on saves against fear.
Protection from Evil +2 AC/ saves, counter mind control, hedge out elementals and outsiders. 3/day
Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Detect Evil Reveals creatures, spells, or objects.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Neutralize Poison Detoxifies venom in or on subject.
Holy Smite Damages and blinds evil creatures.
Remove Disease Cures all diseases affecting subject.
Dispel Evil +4 bonus against attacks.
Holy Word Kills, paralyzes, weakens, or dazes nongood subjects.
Holy Aura +4 AC, +4 resistance, and SR 25 against evil spells. (3x/day)
Symbol Triggered runes have array of effects.
Hallow Designates location as holy.
Summon Monster IX Calls outsider to fight for the caster.
Resurrection Fully restore dead subject.
Greater Planar Ally Call 24 die outsider…no favor required

Special: remove Disease 7/week; turn (3+cha/day); Special Mount; sun domain

Saves:
+48 Fort: 13 Base +6 Epic Divine +5 resist +13 Divine +11 Abil
+38 Refl: 6 Base +6 Epic Divine +5 resist +13 Divine +8 Abil
+34 Will: 6 Base +6 Epic Divine +5 resist +13 Divine +4 Abil

Special Defense: Immune to Disease, DR 10 Acid, Cold, Electricity, +4 vs. Poison (Racial) Immune to fear (Class); SR 35; Cannot be Flanked/caught flatfooted (robe), DR 30 vs. Elements (ring); evasion; DR 10/magic

Attacks
BaB: 26 (+12 Str/+5 Weapon/+1 Weapon Focus/+2 Epic WF)

Fist of Pelor +46/41/36/41 d6 +31 (14 str/ 5 weap/12 Divine Might)
Mace of Ruin ?
- d6 + 23 if each hand hits in a single round
- +2/+2 for first ten rounds (Divine Inspiration)
- Great Smite (+14 AT/+58 Dam) 4x/day

Spells (5/5/5/5):
1. Bless Water, Bless Weapon, Divine Favor x4
2. Delay Poison, Shield Other x2, Remove Paralysis x2, Heat Metal
3. Discern Lies , Dispel Magic, Heal Mount x2, Searing Light x2
4. Neutralize Poison, Freedom of Movement x2, Holy Sword x2, Fire Shield
5. Flame Strike X3

Feats: Two Weapon Fighting (Bonus); Weapon Focus (mace),Mounted Combat, Leadership; Improved Two Weapon Fighting; 2 Weapon Rend; Greater Two Weapon Fighting; Epic Leadership; Great Smite; Divine Might (Cha bonus to Dam for Cha bonus rounds – uses turn attempt); Perfect Two Weapon Fighting; Extended Life Span, Epic Weapon Focus, Improved Spell Capacity; Legendary Commander

Bonus Feats: Trample, Ride By Attack, Spirited Charge,


Skills: Concentration +31; Diplomacy +50; Intuit Direction +30; Jump +27; Knowledge Religion +29; Ride +50; Spot +35; Wilderness Lore +25; balance, jump, tumble, climb all +20




Tome for Intelligence + 4 110,000
Goggles of Night 8000
Cloak of Resistance +5 25000
Amulet: Natural Armor +5 50000
Armor of the Celestial Battalion 616300
Robe of Eyes 90000
Gauntlets of and con (/ +6) 36,000
Ring: Elemental Resistance, Major 24000
Ring Protection +5 50000
Belt: Epic Strength 1000000
Boots; Swiftness 256000
Tomes and Manuals 797500
Rod of Epic Splendor 297000
Mace of Ruin 1000312
Daern’s Instant Fortress 55000
Quiver of Elhona 1800
Cabinet of Feasting and Portable Hole 302000
Candle of Truth x 8 20000
Heward’s Handy Haversack 2000
Gentry’s Aegis (+5 animated med. Fortified shield) 100,170
Bow +5 (+4 Str) 50800
Arrows 200 (100 Adamantine, 50 cold iron, 50 silver) 180
"Fist of Pelor" mace – Holy Avenger 120305
+5 Mithral Plate Barding 67600
Horseshoes of the Peerless Steed 217500
Belt of Strength +6 (Horse) 36000
Amulet of Health +6 (Horse) 36000
5,369,467
Balance of money in gems and coin

1st-LEVEL PALADIN SPELLS
Bless Allies gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Bless Weapon Weapon gains +1 bonus.
Create Water Creates 2 gallons/level of pure water.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Poison Detects poison in one creature or small object.
Detect Undead Reveals undead within 60 ft.
Divine Favor The caster gains attack, damage bonus, +1/three levels.
Endure Elements Ignores 5 damage/round from one energy type.
Magic Weapon Weapon gains +1 bonus.
Protection from Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.

2nd-LEVEL PALADIN SPELLS
Delay Poison Stops poison from harming subject for 1 hour/level.
Remove Paralysis Frees one or more creatures from paralysis, hold or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shield Other The caster takes half of subject's damage.
Undetectable Alignment Conceals alignment for 24 hours.

3rd-LEVEL PALADIN SPELLS
Cure Moderate Wounds Cures 2d8 +1/level (max +10).
Discern Lies Reveals deliberate falsehoods.
Dispel Magic Cancels magical spells and effects.
Greater Magic Weapon +1 bonus/three levels (max +5).
Heal Mount As heal on warhorse or other mount.
Magic Circle against Evil As protection spells, but 10-ft. radius and 10 min./level.
Prayer Allies gain +1 on most rolls, enemies suffer -1.
Remove Blindness/Deafness Cures normal or magical conditions.

4th-LEVEL PALADIN SPELLS
Cure Serious Wounds Cures 3d8 +1/level (max +15*).
Death Ward Grants immunity to death spells and effects.
Dispel Evil +4 bonus against attacks by evil creatures.
Freedom of Movement Subject moves normally despite impediments.
Holy Sword Weapon becomes +5, does double damage against evil.
Neutralize Poison Detoxifies venom in or on subject.
*Paladin's maximum effective caster level is 10

Sun Domain – Divine Emissary Special Ability

Granted Power: Once per day, the character can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.

1. Endure Elements.* Ignores 5 damage/round from one energy type.
2. Heat Metal Make metal so hot it damages those that touch it.
3. Searing Light Ray deals 1d8/two levels, more against undead.
4. Fire Shield Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
5. Flame Strike Smite foes with divine fire (1d6/level).

Commonly Called Monsters

Celestial
Trumpet Archon Astral Deva
Medium-Size Outsider (Good, Lawful) Medium-Size Outsider (Good)
Hit Dice: 12d8+12 (66 hp) 12d8+48 (102 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., Fly 90 ft. (good) 50 ft., fly 100 ft. (good)
AC: 27 (+3 Dex, +14 natural) 29 (+4 Dex, +15 natural)
Attacks: +4 greatsword +21/+16/+11 melee +3 heavy mace of disruption
+21/+16/+11 melee
Damage: +4 greatsword 2d6+11 +3 heavy mace of disruption
1d8+12 and stun
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, Stun, spell-like abilities
spells, trumpet
Special Qualities: Damage reduction 10/+1, Damage reduction 10/+1, SR 30,
SR 29, celestial qualities celestial qualities, uncanny dodge
Saves: Fort +9, Ref +11, Will +11 Fort +12, Ref +12, Will +12
Abilities: Str 20, Dex 17, Con 13, Str 22, Dex 18, Con 18,
Int 16, Wis 16, Cha 16 Int 18, Wis 18, Cha 20
Skills: Animal Empathy +15, Concentration Concentration +19, Escape
+13, Escape Artist +15, Hide +15, Artist +19, Hide +19,
Knowledge (any three) +15, Knowledge (any three) or Craft (any
Listen +15, Move Silently +15, three) +17, Listen +25, Move Silently
Sense Motive +15, Spot +15 +19, Sense Motive +19, Spot +25
Feats: Blind-Fight, Cleave, Alertness, Cleave, Improved
Improved Initiative, Power Attack Initiative, Power Attack
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5)
Challenge Rating: 14 14
Treasure: No coins; double goods; No coins; double goods; standard items
standard items
Alignment: Always lawful good Always good (any)
Advancement: 13-18 HD (Medium-size); 13-18 HD (Medium-size);
19-36 HD (Large) 19-36 HD (Large)

Solar
Large Outsider (Good)
22d8+110 (209 hp)
+9 (+5 Dex, +4 Improved Initiative)
50 ft., fly 150 ft. (good)
35 (-1 size, +5 Dex, +21 natural)
+5 dancing, vorpal greatsword
+35/+30/+25/+20/15 melee;
+5 dancing, vorpal greatsword 2d6+18;
5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 35/+4, SR 32
celestial qualities, fast healing 15
Saves: Fort +18, Ref +18, Will +20
Abilities: Str 28, Dex 20, Con 20,
Int 23, Wis 25, Cha 25
Skills: Concentration +16, Escape Artist +30,
Hide +26, Knowledge (any five) or Craft
(any five) +28, Listen +32, Move Silently
+30, Search +30, Sense Motive +32,
Spellcraft +19, Spot +32
Feats: Cleave, Dodge, Great Cleave,
Improved Initiative, Mobility, Power Attack
Celestials speak Celestial, Infernal, and Draconic.
Trumpet Archon
Spell-Like Abilities: At will: detect evil, continual flame, and message. These abilities are as the spells cast by a 12th-level sorcerer.
Celestial Qualities: Aura of menace (save DC 19), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.
Spells: Trumpet archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 14th-level clerics (save DC 13 + spell level).
Trumpet (Su): The archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.
If the trumpet is ever stolen, it becomes a chunk of useless lead until the archon can recover it. Woe betide any thief caught with it.
Astral Deva
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed at a Fortitude save (DC 15) or be stunned for 1d6 rounds.
Spell-Like Abilities: At will: aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-see invisibility and cure light wounds; 1/day-heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.
Uncanny Dodge (Ex): Astral devas are never caught flat-footed and cannot be flanked.
Skills: Extremely alert, astral devas receive a +4 racial bonus to Spot and Listen checks.
Solar
Spell-Like Abilities: At will: aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day-blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day-greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).
The following abilities are always active on the solar’s person, as the spells cast by a 20th-level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Solars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).
Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.


Rynin’s followers

30th level cohort

1 – 20,000
2 – 2,000
3 – 1,000
4 – 500
5 – 250
6 – 125
7 – 63
8 – 32
9 – 16
10 – 8
11 – 4
12 – 2
13 – 1 Brother Tanzer (CL 13)

Lancer (magical beast)
HD 14 168 HP
Initiative +5
Speed 120 feet (horseshoes)
AC: 39 10 + 16 (Nat Armor) + 13 (Armor) +1 Dex – 1 (Size)
Attacks 2 hooves +20; bite +17
Damage hooves 1d6+9; bite d4+4
Spec Qual Scent; SR 28 / 32 vs. enchantments
Saves F24 R13 W 13
Abilities S 29 D 13 C 23 I 10 W 13 Ch 6
Skills Listen +17, Spot +17
Feats Imp. Initiative, Weapon Focus (hooves), Endurance, Multi-Attack, Armor Proficiency

Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
 

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cohort- i dont mind on who is the cohort for my character, the only classes.

i dont want to see as my char's cohort are:
- rogues - doesn't fit with the warlord background
- arcane casters - " "

ideal would be:
Cleric - first of al healing and second can fight
Druid - perfect scout in battle
 

GoldenEagle said:
Rynin Brightshield
Half-Celestial 3/ Human Fighter 1 / Paladin 23/Divine Emissary 6

STR 16 +4 +5 +10 +2 = 37 (not 38)

CHA 16 +4 +8 +5 +4 = 37 (not 39)

Pal20 has 5 Smites per day w/ Divine Emissary 6 you should have a total of 8 Smites per day.

Spells per day should be (7+d, 7+d, 6+d, 6+d, 4+d) at Cha 39
with one I.S.C feat. (Pal 20 provides 3/3/3/3, ISC adds 1 at 5th, Cha 39 provides 4/4/3/3/3 and the Sun domain provides 1 at each level)

You should have an 'Endure Energy' prepared in your 1st level domain slot.

You can't have 2x Searing Lights memorized, you only have 1 3rd level domain slot.

Freedom of Movement is no longer on the Pal spell list.

You can't have 3x Flame Strike, you only have 1 5th level domain slot. You have to fill the other slots with spells from the Pal spell list. (you can prepare Lvl 1-4 spells in the 5th lvl slots)

Well, at least it's not all bad news. You more spells & more smites than you thought. :)
 

Jemal,

I know you and I went round and round about this...but, I want to make sure they didn't change the rules...

On page 282 of the 3.5 DMG it has a sidebar for making magic items. It says that items of different abilities that take up a space on the character's body has an additional cost of each additional power + 50%. So, tell me which is true:

Belt of Str and Dex +4 = 40,000gp? (16,000 + [16,000 * 1.5])

Belt of Str and Dex +4 = 24,000gp? (16,000 + [16,000 * .5])

I'm an idiot I know...but please have patience for the weak-minded... :)

One other note....I noticed that Craft Epic Staff has a requirement of Kn(arcana) 35 ranks...well, I can't have 35 ranks in that skill until i'm 30th level....what do you say?
 
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(From the SRD)
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.
So first we need to decide whether or not multiple ability boosts are 'similar' or 'different'. The only precedent we have for 'similar' abilities in the SRD is multiple spells in a staff. We also have a precedent for multiple energy resistances being 'different'. The SRD lists a ring of greater energy resistance at 44k. In the revision document the ring of greater universal energy resistance is 308k (44k + [44k * 1.5]*4)

Therefore, my reading of the SRD tends to agree with:
Belt of Str and Dex +4 = 40,000gp. (16,000 + [16,000 * 1.5]).

Jemal, should we go with the SRD or stick with:
Belt of Str and Dex +4 = 48,000gp. (16,000 + [16,000 *2])?
 

Also in the SRD they lis
Multiple different abilities: Multiply higher item cost by 2 example: Helm of brilliance

On the estimating gold piece value table on the SRD

Which of course tends to muddy the whole issue.

That particular ruling is screwed up. Let me demonstrate:

You want a ring of Protection +5 (50,000) and a ring of Free Action (40,000) to blend into one.

According to the rules presented above it would cost 140,000 gp (50kx2 + 40k)

Now as an item crafter you have the option of making a Ring of Protection +5 and a rock of free action which you can carry around in your pocket (taking up no space) for 80,000gp for 130,000 or you could add the function later.

BUT...

Let's say you wanted an Crown of Kings, +6 to all attributes:

90,000 for +6 Strength (36,000 x2.5 = most expensive(x2), non affinity(x1.5) using long stanging addition of multiples rather than the muliple of multiples)
54,000 for +6 Dexterity (36,000 x1.5 for non-affinity)
54,000 for +6 Constitution (36,000 x1.5 for non-affinity)
36,000 for +6 Intelligence
36,000 for +6 Wisdom
36,000 for +6 Charisma

or 298,000

As compared to

54,000 for +6 Strength ((36,000 x1.5 non affinity)
72,000 for +6 Dexterity (36,000 x2 = (x1.5)non affinity + (x1.5)second ability)
72,000 for +6 Constitution (36,000 x2 = (x1.5)non affinity + (x1.5)second ability)
54,000 for +6 Intelligence (36,000 x1.5 second ability)
54,000 for +6 Wisdom (36,000 x1.5 second ability)
54,000 for +6 Charisma (36,000 x1.5second ability)

or 360,000

One rulling would help an item with many ability and the other would help with just one additional ability.

Edit:Clarity
 
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The non-affinity penalty shouldn't stack with the secondary ability penalty. They're both the same cost adjustment (i.e. moving an ability from its 'proper' slot towards being 'slotless')

Also, could you explain a little more clearly how you arrived at the prices you listed for the 'Crown of Kings'? I don't quite follow either of your costings.

Edit: Wow, never realized how underpriced the Helm of Brilliance is. Ignoring affinity & secondary ability penalties, ignoring the undead detection/damage and ignoring the flaming weapon property the cost of the fire resistance + Pris Sprays + Wall of Fires + Fireballs + Daylights generates a cost in excess of 200k.
Not bad for an item that costs 125k.
 
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Ah, now I see where you were going. I have always assumed that the 'Multiply higher item cost by 2' clause applied to each successive power added to an item, not just the second.

It also seemed intuitively obvious to me that since you're effectively paying for a slotless item at that point that the 'Multiply higher item cost by 2' clause superseded (and did not stack with) the x1.5 non-affinity multiple which led me to cost the 'Crown of Kings' as:

36,000 for +6 Int (36,000 cheapest/primary ability)
72,000 for +6 Wis (36,000x2 for Multiple Different ability)
72,000 for +6 Cha (36,000x2 for Multiple Different ability)
72,000 for +6 Str (36,000x2 for Multiple Different ability)
72,000 for +6 Dex (36,000x2 for Multiple Different ability)
72,000 for +6 Con (36,000x2 for Multiple Different ability)
For a total of 398k

But that obviously conflicts with the current printed pricing for the Ring of Major Universal Energy Restance which would have us price the 'Crown of Kings' as:

36,000 for +6 Int (36,000 cheapest/primary ability)
54,000 for +6 Wis (36,000x1.5 for Multiple Different ability)
54,000 for +6 Cha (36,000x1.5 for Multiple Different ability)
54,000 for +6 Str (36,000x1.5 for Multiple Different ability)
54,000 for +6 Dex (36,000x1.5 for Multiple Different ability)
54,000 for +6 Con (36,000x1.5 for Multiple Different ability)
For a total of 306k
 

I guess I read it as Highest Cost. Notice it is "Higher cost" and not "Higher costs". In anycase the published items mostly don't adhere to the minutea of the item creation rules. The way I have always done it is the highest price was normal cost and everything else was x2. I think that is a fair way to do it, otherwise you just end up carrying a pocket full of rocks which does effectively the same thing, but cheaper.

Bah, it doesn't really matter, the rules are murky, contridictory, and muddled. Whatever Jemal is ruling, I will attempt to live with.
 

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