Magic item slots


General Discussion (Prerelease)

Sovereign Court

I'm confused with all the magic item slots. I see the PFRPG beta gives multiple similar slots, like Necklace and neck, belt and waist.

So, what are the appropriate slots?

Liberty's Edge

Here's a list of the item slots and what is included in them:

Body - Robe or suit of armor
Arms/Wrists - Bracelets or bracers
Eyes - Eye lenses or goggles
Feet - Boots, shoes, or slippers
Hands - Gauntlets or gloves
Head - Hat, headband, helmet, or phylactery
Neck - Amulet, brooch, medallion, periapt, or scarab
Shoulders - Cape, cloak, or mantle
Ring 1 and 2 - Rings
Torso - Shirt, vest, or vestment
Waist - Belt or girdle


I would think some items could be shifted to other slots. Medallions and Amulets could take the Torso slot, for example.


Straybow wrote:
I would think some items could be shifted to other slots. Medallions and Amulets could take the Torso slot, for example.

Actually, I personally think that the balance of the game requires slotting. Shifting an Amulet to torso allows you to double up on the existing neck slot, which is something you shouldn't be able to do under normal circumstances. I could envision a magic item focussed PrC, however, which would allow you to break some of the normal rules for slotting, and double up on certain slots.

I do personally like adding some flavor to slots, so feet can be anklets, toerings, or whatever.

RPG Superstar 2009 Top 16, 2012 Top 32

Gene wrote:

Here's a list of the item slots and what is included in them:

Body - Robe or suit of armor
Arms/Wrists - Bracelets or bracers
Eyes - Eye lenses or goggles
Feet - Boots, shoes, or slippers
Hands - Gauntlets or gloves
Head - Hat, headband, helmet, or phylactery
Neck - Amulet, brooch, medallion, periapt, or scarab
Shoulders - Cape, cloak, or mantle
Ring 1 and 2 - Rings
Torso - Shirt, vest, or vestment
Waist - Belt or girdle

Belt - physical stat boosting item

Necklace - mental stat boosting item

The stat boosting items seem to have their own body slots, independent of the neck and waist slots.

EDIT: As in, you can only wear one physical stat boosting item and one mental stat boosting item, but they do not count against body slots used by any other type of magic item.

Liberty's Edge

I'm personally hoping that goes bye bye, it'll automatically make all other head/waist slot items 'subpar'.


I hate magic item slots.
They remind me that the entire game boils down to Monopoly. Class abilities take a back seat to the almighty wealth by level.
Makes me want to cry.


What happened to being able to add abilities to magic items at 1.5 cost of the new ability? Is that still in?


Abraham spalding wrote:
What happened to being able to add abilities to magic items at 1.5 cost of the new ability? Is that still in?

[Edit] Stupid Board Monster eating my post... [/Edit]

Having looked over the magic item section of the Beta release, I see nothing that says otherwise. However, that said and following the PRPG ethos of "it's the same unless otherwise stated", we have a slight problem. With the publication of the Magic Item Compendium, you could add abilities to your current magic items at base cost, as opposed to the x1.5 of the past. I'm not sure where this puts Pathfinder magic item crafters, but yes, you can add abilities to your items. Whether it's x1 or x1.5 seems to be up to the DM until we get some sort of offical ruling on this.


Kirth Gersen wrote:

I hate magic item slots.

They remind me that the entire game boils down to Monopoly. Class abilities take a back seat to the almighty wealth by level.
Makes me want to cry.

I to hate magic item slots. I have always felt that it was up to each DM to control the amount of magical items flowing into their games. I know when you allow players to create magic items of their own it opens the door to things like wearing 5 necklaces and such.

I just hate that if Talia is to wear the magical "Insignia of the Oracle" so that she can enter the secret temple and use the scrying stones that she had to take off her amulet of natural armor. Likewise how come her ankle bracelet of protection doesnt work if she wears her sandles of speed. Does the magic of one disrupt the magic of another? I mean you can wear bracers and gloves at the same time hose are literally overlapping ontop of one another in a lot of cases but because they are different "Slots" they work fine together. Like wise you can wear a magic ring under magic gloves and both work fine but two rings is a no no or to dangly bracelet charms also a no no.

I would just much prefer a system with some actual flavor. Such as "mystic fatigue" from wearing to much magic as the strong magical auras disrupt the wearers personal essence. This would atleast have some kind of story based explaination that didnt scream video game character item slots.


Hehehe, I remember once when I gave players magical addictions and corruptions from using too much magic. That was fun. However I think listing the different slots and how much can go there is both realistic and good design. After all advanced and 2nd ed both had such mechanics in their systems too. Now they also had a better description of why you couldn't wear more than one thing in any 'slots'. Generally the answer was the stronger of the two magical items 'overpowered' the weaker of the two and 'drown' it out. Kind of like having two abjuration spells in place in the same area for longer than 24 hours builds up visible fluctuation lines.


Abraham spalding wrote:
Hehehe, I remember once when I gave players magical addictions and corruptions from using too much magic. That was fun. However I think listing the different slots and how much can go there is both realistic and good design. After all advanced and 2nd ed both had such mechanics in their systems too. Now they also had a better description of why you couldn't wear more than one thing in any 'slots'. Generally the answer was the stronger of the two magical items 'overpowered' the weaker of the two and 'drown' it out. Kind of like having two abjuration spells in place in the same area for longer than 24 hours builds up visible fluctuation lines.

But that logic doesnt work in story/play. Why dont your full length gloves "drown" out your dangle charm bracelet? Or why doesnt your Full closed-faced magical helm drown out your leather face mask of darkvision? How come I can were a magical bracelet directly on top of my magical gloves which are worn over my magical ring but none of their aura clash or drown each other out. But if I wear an ankle bracelet with a pair of sandles they suddenly start interfering with each other's magic. It doesnt make any sense, it screams Video game item slots.

I guess im just a firm believe in DMs regulating the amount of magic items in the game. I dont invision magic item shops or NPC mages pumping out magic items to fill the shelves of their shops. Magic items should be rare and hard to come by. In previous additions casters couldnt create magical items until like 10th level and then they cost EXP to make. So the DM had control over what magical resources the party had and there were limiting factors on what could be created.

To some degree Item slots make sense. I mean you can only physically fit one helm on your head and only realistically wear one suit of armor at a time and still be able to function. But other than that I would much rather see a "Magical Tolerance" limit over a "magic item slot" system.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / General Discussion (Prerelease) / Magic item slots All Messageboards
Recent threads in General Discussion (Prerelease)
Druid / Monk?