| Niels |
I have scanned some of the magic items in the beta rule set and a lot of them seem to use some strange item slot.
eg.
Phylactery of Positive Channeling.
the iten description reads:
Phylactery of Positive Channeling
Aura moderate necromancy [good]; CL 10th
Slot phylactery; Price 11,000 gp; Weight 1/2 lb.
Description
This item is a boon to any character able to channel positive energy,
increasing the amount of damage dealt to undead creatures by 2d6. This
also increases the amount of damage healed by living creatures.
Construction
Requirements Craft Wondrous Item, 10th-level cleric; Cost
5,500 gp.
what item slot is phylactery?
also headbands use the "headband" slot where as helmets use the head slot...how many headslots are there?... where masks seems to use the head slot too, eyes, like eyes of the eagle use the "eyes" slot.....
how many of these items can be used togther?... can the cleric use both a headband of wisdom and phylactery of channeling at the same time?
| Niels |
indeed.
im gussing they will fix the slots in the final release. so how many are there suposed to be in all?
1 head
1 neck
1 torso
1 hand
1 feet
2 fingers
1 armor/body
1 face
1 shoulder
1 belt
....think im missing 1. hmm
anyway i was thinking that the phylactery was placed on the forhead(head slot)? am i wrong?
Vendle
|
You left out the option of a vest/vestment. My players have been partial to the Vests of Resistance to free up the cloak (back/shoulders slot) for more thematic or stealth items.
Edit: one description of a phylactery states that it is worn across the forehead, so I believe it will be in the same slot as headbands, etc.
| Niels |
thx for the advice/feedback
the case was that i had included it in a playtest version of fortress of the stonegiants, and the partys desna cleric naturally wanted to use it, but already had a headband of wisdom:)
think i will go for the head slot option, from here since it makes u turn like u are 4 lvls higher(thats quit a lot of healing)