| Oni_NZ |
Under 3.5 there was a cost associated with items that where in the "wrong" slot. They (used to)cost 50% more as spelt out on p288 of the DMG.
I've just perused the Magic Item section of the PRPG, both the Wondrous Items section and the Magic Item Creation section and can find no mention of this rule/guideline.
Was it dropped to simplify the creation process? or accidentally left out? or am I just blind and missed something somewhere?
LazarX
|
The reason you can't find it, is because Paizo never brought it across. (it might not even be open source)
As far as Pathfinder is concerned, slot affinities are history. I still use them with some modifications, as a house rule. As I became rather fond of them in my Ars Magica days. (although in that game it was known as Form Affinities, and served a different purpose.)
| Rocky Williams 530 |
Under 3.5 there was a cost associated with items that where in the "wrong" slot. They (used to)cost 50% more as spelt out on p288 of the DMG.
I've just perused the Magic Item section of the PRPG, both the Wondrous Items section and the Magic Item Creation section and can find no mention of this rule/guideline.
Was it dropped to simplify the creation process? or accidentally left out? or am I just blind and missed something somewhere?
My GM is using this rule
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.
to apply to putting abilities in different typed items like you're saying. It's not official, but that's his rule. And considering he could've said no to me, I'm just accepting it and being happy. But there's no official rule I've found as the others said.
| Turgan |
@Rocky Williams:
I am not sure I understand what you are saying (i'm no native speaker)
First part: If you add an ability to an existing item you pay 150% of the original price (by the rules). Your DM handles it differently, I suppose, at least with "boni that are not similar.
The second part, beginning with "to apply..." I don't understand at all.
I am really just interested in the "official" ruling. I know the slot affinities were left out, I just wonder what is the intent of that.
Another example:
Say, I want to buy (create) a pair of gloves of dexterity. Do I pay 4.000 GP (2.000 GP) or 6.000 GP (3.000 GP)?
LazarX
|
I am really just interested in the "official" ruling. I know the slot affinities were left out, I just wonder what is the intent of that.
You're kind of asking in the wrong place because it was WOTC who put thos affinities in, not Paizo and they don't answer that many questions on 3.X any more. Presumably the reasons were thematic. that certain bonuses made sense in certain areas.
The official ruling is right there in the magic item creation section. stacking magic item properties comes at a 50 percent increaase in cost.
Essentially your gloves of dexterity would cost the exact same amount as a belt of dexterity. (the main reason Paizo got rid of affinities was the creation of belts and headbands which boosted multiple stats.)
Also remember that all custom items (such as your gloves) are subject to GM approval. (I generally make such crafters jump extra hoops if I allow the custom item at all)
| dragonfire8974 |
according to PF, they generally frown on non-headband/belt stat increasing slots, but a rule is 150% cost. so to create it, the cost would be 3k for +2, 12k for +4 to a single stat.
also i think i remember reading for multiple abilities that can be used at the same time (for example an item with both a save bonus and an AC bonus) it costs 150% of the less expensive costing item added to the total cost
| Maldollen |
according to PF, they generally frown on non-headband/belt stat increasing slots, but a rule is 150% cost. so to create it, the cost would be 3k for +2, 12k for +4 to a single stat.
I believe the point of the original question is that this rule does not exist in PF. If you have a source that shows otherwise, please do provide a link.
| dragonfire8974 |
dragonfire8974 wrote:according to PF, they generally frown on non-headband/belt stat increasing slots, but a rule is 150% cost. so to create it, the cost would be 3k for +2, 12k for +4 to a single stat.I believe the point of the original question is that this rule does not exist in PF. If you have a source that shows otherwise, please do provide a link.
sorry, poor wordchoice on mine. RAW says nothing that's not headband/belt.
in 3.5 it was 150% cost if something was put in the wrong slot, so that is a possible ruling, but I personally wouldn't ascribe to it.