
Tangible Delusions |

Pathfinder now has physical stats on a belt and mental stats on a headband. What was the reasoning behind moving them to those two items vs the different items 3.5 had?
A player in one of my games wants to make an amulet of charisma and before I decide to say yes or no, I would like to understand the reason it is on a headband normally. (Simpler to find, make multiple stat boosts more expensive, free up slots, etc)
Also thinking of slot affinity in 3.5 would having that amulet of charisma cost 50% more?
Thank you for anyone's insight on this!

Trinam |

I don't think I'd force the Amulet of Charisma to cost more, since they're giving up their amulet slot for it (which usually means foregoing an Amulet of Natural Armor), though I'm not sure either why they consolidated into only two item slots for the six stats. It's a welcome change in that it lets MAD characters actually wear protective gear other than the stuff they need to boost their ability scores, but I'm not 100% sure if that's the reasoning behind it.

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I don't think I'd force the Amulet of Charisma to cost more, since they're giving up their amulet slot for it (which usually means foregoing an Amulet of Natural Armor), though I'm not sure either why they consolidated into only two item slots for the six stats. It's a welcome change in that it lets MAD characters actually wear protective gear other than the stuff they need to boost their ability scores, but I'm not 100% sure if that's the reasoning behind it.
Agreed, I wouldn't make it cost any more unless it was something that was totally unrelated just to weasel a bonus into a particular slot (like Eyeglasses of Strength). On the other hand, similar bonuses to different abilitites can now be added to an item without an increased multiplier.

Caineach |

Trinam wrote:I don't think I'd force the Amulet of Charisma to cost more, since they're giving up their amulet slot for it (which usually means foregoing an Amulet of Natural Armor), though I'm not sure either why they consolidated into only two item slots for the six stats. It's a welcome change in that it lets MAD characters actually wear protective gear other than the stuff they need to boost their ability scores, but I'm not 100% sure if that's the reasoning behind it.Agreed, I wouldn't make it cost any more unless it was something that was totally unrelated just to weasel a bonus into a particular slot (like Eyeglasses of Strength). On the other hand, similar bonuses to different abilitites can now be added to an item without an increased multiplier.
Where is this? Stat increasing items have a 1.5 multiplier on them for additional stats.
To the OP, you can get a slotless ion stone of charisma for 2x or stack it onto your headband for 1.5x. 1x but giving up your amulet of nat armor seems completely reasonable.
They combined all of the items so that people can get interesting things in glove and neckl slots.

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1 person marked this as FAQ candidate. |

Where is this? Stat increasing items have a 1.5 multiplier on them for additional stats.
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 value of the next most costly ability, plus 1/2 the value of any other abilities.
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.
I would include ability bonii (my plural form of bonus) as similar.

Caineach |

Caineach wrote:Where is this? Stat increasing items have a 1.5 multiplier on them for additional stats.d20PFSRD for multiple SIMILAR abilities wrote: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 value of the next most costly ability, plus 1/2 the value of any other abilities.d20PFSRD for multiple DIFFERENT abilities wrote: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.I would include ability bonii (my plural form of bonus) as similar.
The combined ability items in the book, like the headband of mental superiority, all follow the rules for miltiple different abilities.

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Nebelwerfer41 wrote:The combined ability items in the book, like the headband of mental superiority, all follow the rules for miltiple different abilities.Caineach wrote:Where is this? Stat increasing items have a 1.5 multiplier on them for additional stats.d20PFSRD for multiple SIMILAR abilities wrote: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 value of the next most costly ability, plus 1/2 the value of any other abilities.d20PFSRD for multiple DIFFERENT abilities wrote: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.I would include ability bonii (my plural form of bonus) as similar.
Marking my own post as a FAQ. I don't know why they would include the price rule for similar abilities if the most obvious example (stat boosts) don't qualify. I would like to see an example of how the "mutliple similar abilities" rule works.

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1 person marked this as FAQ candidate. |

Multiple Similar Abilities
Multiple Different Abilities
I would include ability bonii (my plural form of bonus) as similar.
They should have really renamed these to:
Multiple Similar Abilities using the same power poolMultiple Different Abilities with each their own power pool
Because MSA means "a Staff with multiple ways to use charges" or similar item
and MDA means everything else.
So MSA is not in any way stat bonus items.