Kraydak said:
You forgot the "pray you don't need two weapons/implements" step. Dual-wielding rangers, clerics and paladins are ill-served by the above. Some multi-class combos also need multiple weapon/implements (any wizard MC, for example). I'd suggest given a higher level character the above AND any number of implements/weapons of his level needed to add an enhancement bonus for any powers he has (so long as he bought one weapon/implement with his base allotment). A fighter doesn't have any powers that need a magical longbow, so he doesn't get one, but a paladin probably has both Weapon and Implement powers and so should get a freebie holy symbol or weapon.
Really, it might be better to convert the 11th or other 10th level item to gold too.
But it mostly works: Say we start level 11 Wizard:
We get a 12, a 11th, and a 10th item plus 10th item money cost (5000).
So we can get say
Bloodthread Armor (10th, 5000 gp), Being knocked to bloodied can happen.
Cloak of Survival (9th, 4, 200 gp),
Gloves of Piercing (3rd, 680 gp),
Boots of Springing (9th, 4, 200)
Bracers of Defense (7th, 2, 600)
Now our implement, I'll go with Orb: Orb of Indispitable Gravity will do (+3 implement bonus to hit). Lv12.
So we get our Twelve: Orb of Indispitable Gravity
We get our 10th: BloodThread Armor (+2AC)
Convering 11th is 9, 000 +5000=14, 000 gp.
We buy:
Cloak of Survival
Gloves pf Piercing
Bracers of Defense
Boots of Springing
Maybe convert rest into residuum with the 1, 400 gp we have left to use with Rituals.
It works pretty good in general.