Lots of questions...<br/><br/>What you owe Rogar is the cost of crafting the item. That's1/3rd the cost of the item+100 GP for the Masterwork. If you want to add in 10%, it's appreciated, but it's volumtary based on each character.<br/><br/>There is a work around to the +1 limitation. I'm not exactly sure how it works, but a master craftsman feat grants access to craft magic items/arms/armor feats, but doesn't require the minimum caster level, nor even knowing the spells to add to weapons. It only requires a righter skill check. So... I'm not sure if the +1is the limit. Muse, Ghostwheel?<br/><br/>I'm aware of the hex ability, and there are some balance issues, but I need to look at which ones you took. Evil Eye is pretty specific and while ou can effect multiple aspects, you're also standing still during all of that time (or not doing anything else) and it just effects one creature, I think. Sleep is always useful as it's a 1st level spell in the old days... but again, I need to look at tit and see if it's a mass effect or just one creature. Most of them seem to be single targets. I'll look more closely at the individual hexes.<br/><br/>Tattoos. While I can only find this rule under Magical Items, Tattoos, it states that you can only have 2 tattoos with a spell or power attached. So... only 2 of them can be used, and they look pretty specific.  I would say that it falls under the same rules in regards tomaterial cost as other magical items. They can be lost if the Tattoo is damaged or destroyed.<br/><br/>You can trian, or have someone train a war dog. It may not be much of a mount by the time it's done. If you have the handle animal skill, or someone in the party does, give it a try. They are all tricks and most animals can be taught up to 6 tricks, I think.<br/>