Hrm... that's pretty interesting. Though a little costly. I'm not sure I want to burn 6k of my starting character wealth (starting level 5) on an item that won't get any use other than to make sure I can get safely into my base.
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If I understand correctly, if I want to create a +1 weapon with a special ability on it (let's make that an ability which price is +1 bonus, like the Defending ability), it would cost me the same as creating a +2 weapon? Or, in instance, if the ability's price is equal to a +3 bonus, adding it to a +1 weapon would make the weapon cost as much as a +4 weapon? If this is wrong, how should I add the costs of abilities, when they simply state "Price= +X bonus"? |
You're like an encyclopedia, Greyfeld!
| This is where I ask how the hell can adventurers get good gear if not by finding it. I've never had more than 15k gp at one single moment, and I've played up to level 12th campaigns... -.-' |
Thanks for the help! You're like an encyclopedia, Greyfeld!
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so it's not just my problem. I like that. |
I don't think you have to add a multiplier to combining the effects of the two cloaks, I think you just add the cost of the effects on top of each other, but somebody else might be able to verify that. I'm really only familiar with the general rules for armor and weapons, and cloaks fall under "wondrous items" which have their own rules as far as enchantment costs and restrictions are concerned. As far as merging items from two different slots is concerned, I read somewhere that creating an item with an enchantment that doesn't normally go in that slot (For example, changing Gloves of Dexterity into a Helm of Dexterity) increases the cost of the item by 1.5x. |