Captain Moonscar |
If your like me then your brain is roughly waist level anyway so just wear your headband as a belt ;)
Seriously though crafting any magic item not listed in PF requires GM approval for good reason, if your GM decides that your item gives you a significant advantage over it's standard slot/counterpart then he can say NO or increase the price accrodinly.
For instance:
Standard price for +2 ability score = 4000k
Standard price for +2 to 2 ability scores = 10,000k
If your ring is also 4000k then you could have two for 8000k . It would cost you both ring slots but would save you 2000k over the standard item. It would be up to your GM to determine if your item(s) were balanced or not.
-Flash
Captain Moonscar |
To expand on my first post you could use 6 different solts to get a +6 to all ability scores, if the cost is the same as the standard...
144,000 x2 = 288,000
36000 x6 = 216,000
----------------------
288,000 - 216,000 =
Money Saved: 72,000g
but again you would use a total of 6 slots.
Edit: Math error
-Flash
Vuvu |
Yes, typically there's a 50% surcharge for putting it in the wrong slot, if it's allowed at all.
The ring is the exception, though - rings are considered the "wild card" slots, and I'd generally let you put anything you want in a ring for no additional cost.
Where did you find this info?
Exocrat |
As a GM, I would allow the mental enhancing belt/vest/boots whatever at the same price as the headband.
Then I would secretly roll a cumulative 5% chance every day that the mental enhancement causes increased nerve ganglion growth in that area and treat the corresponding body part as an intelligent magic item with a 1 ego. Each successive day of wearing the item would give a flat 10% chance to increase the body part's ego by 1.
Now that could be fun.
Seraphimpunk |
50% works out so they can't get around a belt that does two stats.
ring of str +2 for 6000gp, belt of con +2 for 4000k, still equivalent of a belt for 10k. works nicely.
same for a belt of wis +2, i feel. leaves you your headband for int/wis, dunno what else you'd want for your headband.
I allowed headband of wis + periapt of positive channelling in a home game. for the appropriate markup ( periapt 11k, + 1.5x the wis item (4k) for a +2 wis / periapt of positive. shouldve charged 2x the wis, b/c its such a good must have item for clerics that channel.
Adamantine Dragon |
the ring was a example. but in general yes i dotn want to pan 10k for a int wis headband when i can just pay 8k for boots of int and headband of wisdom. this is a world where badgers talk and horses fly......
Not really picking on you Lobo... but this is one of the most common and perplexing logical fallacies that I encounter on the boards.
"What, you have a problem with my character teleporting at will? What the hell, it's a fantasy world! It's a world with purple dragons and creatures made of living lava!"
Yeah... it is. But the fact that there are fantasy elements in the game does not mean there are no rules, limits or boundaries to the world.
After all, we live in a world where I can send my voice and image around the world in less than a millisecond, and yet I still can't go to the used car lot and buy that flying car.
I mean what the hell?
Diego Rossi |
AvalonXQ wrote:Where did you find this info?Yes, typically there's a 50% surcharge for putting it in the wrong slot, if it's allowed at all.
The ring is the exception, though - rings are considered the "wild card" slots, and I'd generally let you put anything you want in a ring for no additional cost.
it is a 3.x rule, slot affinity was removed in Pathfinder.