Headband of Wisdom and Channeling


Homebrew and House Rules


I'm playing a Cleric and I want a "headband of Wisdom" (+6) and a "Phylactery of positive channeling" (+2d6 when using channel to heal living creatures or deal dmg to the undead)but both take up the headband slot for magic items and my DM said that if I could find a reasonable cost than that he'd let me use it so I was thinking it should cost 55,000 gp because the Phylactery costs 11,000 gp and the headband costs 36,000 gp and for getting basically an extra slot I was thinking another 8,000 gp because thats how much the item "hand of glory" costs and despite this not costing me an extra slot I figure that its still fair since I won't be getting daylight or see invisibility once per day each like i would with "hand of glory". But what price would you set this item at?


Increase the cost of the cheaper item by 50% and add it to 100% of the more expensive item. This give 60,500 gp cost for the combination.


The guidance here is sound, but I find it to come out to 52,500g.

36,000 (+6 Wisdom)
+11,000 (+2d6 Channel)
+ 5,500 (50% Surcharge for the additional ability)
=52,500


HappyDaze wrote:
Increase the cost of the cheaper item by 50% and add it to 100% of the more expensive item. This give 60,500 gp cost for the combination.

Your method is right, but your total is wrong.

MacGurcules has the correct total.

Alternatively, you can also double the cost of a slotted item to make it slotless. It would be more expensive then combining them above (36,000 for the headband, 22000 for the phylactery = 58,000gp), but with the added benefit of being able to give one of the items to someone else.

RPG Superstar 2013 Top 8

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This problem is clearly already resolved, but I wanted to chime in and tip my hat to the man with the 140-word sentence. Classy, mate!! (No sarcasm)


Make sure you craft them in the right order:

Magic Item Creation:
PRD wrote:
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 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.

The Second ability costs 50% more not necessarily the cheaper one.

Magic Item Creation:
PRD wrote:


Adding New Abilities
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

-----

Ring of Pro +2 ( 8,000g)
Ring of Invisability (20,000g)
Total with invisability as second = 38,000g
Total with ring protection second = 32,000g

So your item could cost:
36,000 + 11,000 + 5,500 = 52,500g
or
11,000 + 36,000 + 18,000 = 65,000g

This also changes how much you can sell if for even though it's the same effect... >.> Strange, I might have missed something somewhere.

-Flash


In table it is explicitly stated "Multiple different abilities Multiply lower item cost by 1.5 ". The explanation text below does not override that. Of course if you like to increase higher cost even more, be my guest.


The order in which powers are added to a created item shouldn't change the price. When one has a magic item with one power and you want to add additional powers to it, whether that power is just more bonuses or something separate entirely, then you figure out what the from-scratch crafting cost of the final item is, subtract the cost of the existing item, and then Robert's your mother's brother.


thankyou to everyone who helped and Flak thats just the kind of classy guy that I am

RPG Superstar 2013 Top 8

:)

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