| prototype00 |
So I was just working on my Champion of Irori Character, and I realized that Bracers of the Avenging Knight were the perfect item for a character that smites every foe, but I also need bracers of armor.
So I looked up the item creation rules and there seems to be nothing preventing me creating say, a vest of armor for the same price as bracers of armor.
But I was just wondering if I might have missed some rules somewhere?
What do people think about items with bonuses inhabiting non-traditional slots?
prototype00
| DM_Blake |
Not entirely.
If I recall correctly, in the magic item section of Ultimate Campaign (Downtime, I think), it only mentions that GMs should be cautious about allowing items created in unusual slots. They suggest that a lot of design effort was put into assigning certain things to certain slots in the Core book (etc.) and that messing around with that could create unbalanced items.
I don't recall any specific rules or price increases being mentioned, but I was quickly skimming the book and I could be forgetting something.
| j b 200 |
It has a discussion about being careful allowing players to change slots for an item because certain slots have more value for specific classes than others (belt slot for Fighters vs Wizards, Neck for Monks vs Ranger). It's on page 172.
Not All Item Slots Have Equal Value: This is true, even though it isn’t expressed monetarily in the rules. Some item slots are very common and are shared by many useful items boots, belts, rings, and amulets in particular), while some slots are used by only a few items (such as body, chest, and eyes). Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items....
GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.
So, no it's not against the rules, but probably against RAI. So ask your GM.