For tldr's skip to (MY CURRENT UNDERSTANDING)
Starting on page 549 of core rule book.
Here we have some lovely rules to "do it yourself" item creation. Not really power you want to give your players lightly, but none the less the rules exist and I find some of the formulas less then clear, in particular the multipliers when stacking item abilities.
Now to be clear before we get started I am looking for rules lawyer and am not concerned with what is fair/O.P.
From what I can tell, there are two broad mechanics when dealing with multipliers.
1)Whether or not the items uses an official hero slot. (Head, neck, etc.)
2)How many abilities an item has. (Fireball 1/day and burning hands 3/day)
Pertinent rules Directly from page 549 and the Table on page 550.
RULE1
"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 next most costly ability, plus 1/2 the value of any other abilities."
RULE2
"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 space on a character's body, each additional power not only has no discount but instead has a 50% increase in price."
On Table 15-29: Estimating magic item gold piece values
RULE3
No space limitation: multiply entire cost by 2
RULE4
Multiple different abilities: Multiply lower item cost by 1.5
***(MY CURRENT UNDERSTANDING)***
6 possibilities.
1)Slotted item with 1 ability.
Strait forward. No multipliers.
2)Slotted item with more then one ability (abilities are "Similar")
Rule1 only applies to unslotted items.
Rule4 states it is x1.5 for each ability beyond the most expensive
So only rule 4 applies. EZ
3)Slotted item with more then one ability (abilities are "Different")
Rule2 states each additional power is x1.5
Rule4 also states x1.5
I think its a little presumptuous to say rule 2 and 4 refer to the same rule.
So the first ability is normal price and additional abilities are x2.25
4)Unslotted item with 1 ability
Strait forward. x2 as per Rule3
5)Unslotted item with more then one ability (abilities are "Similar")
Rule1 states it gets a discount for its cheaper abilities
Rule3 states it is x2
If we add these rules together we get: X2 for the most expensive ability, x1.5 for the second most expensive ability, and normal price for further abilities. Fair enough.
6)Unslotted item with more then one ability (abilities are "Different")
Rule2 states no change(because it is unslotted)
Rule3 states it is x2
Rule4 states it is x1.5 for each ability beyond the most expensive
If we add these rules together we get x2 for the most expensive ability and x3 for all other abilities.
My questions!
1) Is rule 2 a more detailed version of rule 4?
One confusion is whether or not rule 2 and rule 4 are the same rule. They certainly seem similar, nearly identical, but rule two leaves unslotted items exempt. I can accept them as the same rule with community feedback and even more so with a paizo employee ruling. The only hard part to swallow is that slotless items are not penalized for multiple abilities...perhaps because of the default x2 cost?
Anyway a ruling on this effects possibility 3 and 6.
2) Are things like weapons, scrolls, and wands considered unslotted?
By the math they are clearly not unslotted as they don't cost x2. They also don't take up a hand slot since gauntlets can be used with a sword. It seems an implied wield slot exists for each hand. Just some simple nitpicking, but may as well ask while we are on the subject of being rules geeks.
3) What are the other benefits of unslotted items other then the obvious that it doesn't take up a slot? Would it be possible to activate a command word unslotted item from your backpack? would an unslotted gem of +2 int work from your backpack? To make things easier assume the item has to be attuned to the wielder(doesn't function until with the user for 24 hours, even though this drawback doesn't apply to wands and other "wielded" slot items.)
4) Which abilities are considered "Similar" and which are "Different?"
A detail of all the categories would be very helpful
5) What's an example of an item that requires a skill to use?
Can i just say this sword requires knowledge nature to use its magic missile spell and apply a 10% discount? Probably not, so what are a few examples? Try not to dismiss the question by simply stating the 10% rule is meant to help you value an item and isn't used as a crafting discount. This I know.
6) How do you apply the discount modifiers?
Racial restriction 30% Class restriction 30% skill restriction 10% if added they sum 70% reduction to create a special race item. Or if I do them one at a item, it reverse compounds 30% then 51%(for both 30's) then 55.9%(for 30,30 and 10% respectively)
Thank you very much if you made it this far! Your input will help me greatly as a GM who wants to create clear crafting rules for my advanced players, as well as allow for me to create some unique loot that will put sparkle back into the eyes of players who have done more then enough pathfinder "baal runs". (D2 ref.)
As a bonus for getting this far I will leave you with this thought,
consider it motivation.
A belt(slotted item) that adds +6 to all SIX of your stats costs 6x6x1000 (36,000) + 36,000 X 1.5 (54,000)x 5 (five other stats)
36 + 54 + 54 + 54 + 54 + 54 = 306,000 gold
an UNSLOTTED item that adds +6 to all SIX of your stats costs
6x6x1000 (36,000) x2(first ability) 72,000 + 36,000 X 1.5 (second ability) 54,000 + 36,000 X4 (4 more stats)
72 + 54 + 36 + 36 + 36 + 36 = 270,000 gold
:/ Save more then 10% by UNSLOTTING an item?
that's where my doubt began...
Godspeed to the brave community who help!