Belt of physical: might / perfection not a good deal


Pathfinder First Edition General Discussion

Scarab Sages

+2 belt of str (or dex or con) 4k
+2 belt of might (2 stats) 10k
+2 belt of perfection (3 stats) 16k
youre kinda getting robbed here... 2x4=8 (not 10) 3x4=12 (not 16)
better off changing the slot on the other 2 stat and save $
or read a book

if I'm gonna pay the extra cash on putting multiple stats in one item, id rather be able to choose from all of them-
like, putting dex and charisma in one item for example...

Also, is there like, a hat that does the same thing for social stats?
Headband of mental acuity?


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Actually, this is following the rules on adding new abilities (CRB p553). Any additional ability on a magic item costs an extra 50%. They did this in order to prevent people from having 3 different physical items and 3 different mental items. They did it on purpose.

Items in nonstandard slots (ie: a Physical ability booster that is not a belt or a mental ability booster that is not a headband) cost 50% extra anyhow, no savings there.

Books give inherent bonuses and are not the same as enhancement bonuses granted by magic items.

- Gauss

Edit: I just checked and could not find the rule stating that nonstandard slots cost 50% extra. Perhaps that is a remnant (in my mind) from 3.5. Ignore that for the moment. Even then the GM still must grant you permission to make a nonstandard item.

Conversion Guide wrote:
Magic Items: With very few exceptions, every magic item is still a part of the game. You should check the description of each one of your items to see if it has changed (see chapter 15). Of particular note, you should investigate any item that granted a skill bonus, as the skill might have changed. The amulet of health, gauntlets of ogre power, and gloves of dexterity have been changed. Each of these items is now a belt, meaning that you might not be able to utilize all of them. There are belts in the book that provide bonuses to more than one attribute, and your GM might allow you to combine items into one belt for the purpose of conversion. The same is true for the items that boosted mental ability scores. The cloak of charisma, headband of intellect, and periapt of wisdom have all been changed to the headband slot. If you cannot use an item, your GM might allow you to trade it in for its full value during conversion to pick up another item instead. GMs are encouraged to be flexible during this process.

Scarab Sages

disregard- i was editing while you were editing

Gauss wrote:

Actually, this is following the rules on adding new abilities (CRB p553). Any additional ability on a magic item costs an extra 50%. They did this in order to prevent people from having 3 different physical items and 3 different mental items. They did it on purpose.

Items in nonstandard slots (ie: a Physical ability booster that is not a belt or a mental ability booster that is not a headband) cost 50% extra anyhow, no savings there.

Books give inherent bonuses and are not the same as enhancement bonuses granted by magic items.

- Gauss

Why? it never cost extra to make...oh say a necklace of wisdom before?

oh wait, I believe (in D&D) they called it a "Periapt of wisdom"
"cloak of charisma" "gloves of dexterity" "belt of strength" "headband of intellect" etc...

by controlling what goes in which slot like that...I've ended up with slots I cant fill.

Grand Lodge

Ioun stones can provide boosts to stats.

Scarab Sages

i remember once needing to change the cloak of charisma to something...not cloaky cuz i had a cloak of elvenkind i couldnt give that up i was the rogue


I added an edit to my previous post. Please check the edit.

- Gauss

Scarab Sages

blackbloodtroll wrote:
Ioun stones can provide boosts to stats.

arent they easy to steal/lose?


Ioun Stones cost 100% extra anyhow. That is worse than 50% extra. And no, they are no longer easy to steal or lose if you have a decent CMD. With a Wayfinder you dont have to have one out and floating around your head.

- Gauss

Scarab Sages

Gauss wrote:

I added an edit to my previous post. Please check the edit.

- Gauss

i just noticed- we were editing at the same time it seems

Scarab Sages

Gauss wrote:

Ioun Stones cost 100% extra anyhow. That is worse than 50% extra. And no, they are no longer easy to steal or lose if you have a decent CMD. With a Wayfinder you dont have to have one out and floating around your head.

- Gauss

good to know, they were a distraction at best (-1 to attack rolls) and at worst, people could mage hand or levitate or even just run up and snatch em. (freakin faeries) 10k$ down the drain in the blink of an eye- or something like that....(i may be exaggerating)

Grand Lodge

Vixeryz wrote:
blackbloodtroll wrote:
Ioun stones can provide boosts to stats.
arent they easy to steal/lose?

You can embed them into your flesh.


Vixeryz: back to the original topic. I think the reason the GMs did it is to limit the 'I have +6 for every stat' arms race that occured in 3.5. That is conjecture of course but it would be why I would have done it.

- Gauss


Gauss wrote:
Items in nonstandard slots (ie: a Physical ability booster that is not a belt or a mental ability booster that is not a headband) cost 50% extra anyhow, no savings there.

Wait... really? Where does it say this? I thought they removed slot affinity in Pathfinder.


EvilMinion wrote:
Gauss wrote:
Items in nonstandard slots (ie: a Physical ability booster that is not a belt or a mental ability booster that is not a headband) cost 50% extra anyhow, no savings there.
Wait... really? Where does it say this? I thought they removed slot affinity in Pathfinder.

They did. There is no slot affinity in Pathfinder.

MA


EvilMinion: It is good to see that misquoting is alive and well with you. Did you even read my full post? The edit at the bottom of that post clarified this statement as: I could not find it and it was probably a 3.5 rule remnant.

Master Arminas: can you clarify where they stated no slot affinity? Im just curious because I couldn't find it.

Also: Do you mean no slot affinity = anything can go anywhere or no slot affinity = things are where they are put and that is that.

- Gauss

Liberty's Edge

Personally I think it's the dumbest thing, they should have other stat boosting items in other slots. Oppose to just have it all in one slot. What if a character wants to use headband item but also wants stat boosting item?


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Suzaku: +50% price, stack the items (CRB p553, Adding New Abilities).

The MIC opened up slots alot so that it seemed like the whole 'shopping list' effect of magic items was drastically magnified. I am glad Paizo closed it up again.

- Gauss

Liberty's Edge

Actually I'm kind of annoyed with Paizo about that. I feel that magic items should sometimes be customizable to your needs.


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That is what GMs are for. The entire game is customizable if your GM says yes.

In my own game, I said yes to shifting the Phylactery of Channeling to a neck slot (made it part of the holy symbol). However, I keep that type of thing out of my rules discussions.

- Gauss


Gauss wrote:

EvilMinion: It is good to see that misquoting is alive and well with you. Did you even read my full post? The edit at the bottom of that post clarified this statement as: I could not find it and it was probably a 3.5 rule remnant.

Master Arminas: can you clarify where they stated no slot affinity? Im just curious because I couldn't find it.

Also: Do you mean no slot affinity = anything can go anywhere or no slot affinity = things are where they are put and that is that.

- Gauss

Gauss, by slot affinity I mean, for example, the old method they used in 3.5 in determining which body slots had an affinity for what type of magic. For example, a cloak of charisma was given an affinity for the shoulders slot on a character's body. You could, by the rules, enchant instead a belt of charisma, but since the belt slot didn't match the affinity of the type of magic, that item would cost 50% than the cloak. For the exact same bonus granted.

Now, you can combine items. For example, you could add the effects of a necklace of adaptation (9,000 gp) to that of an amulet of natural armor +3 (18,000 gp), but the secondary property (i.e., the adaptation) would cost 50% more (13,500 gp, plus the 18,000 gp of the AoNA, for a total of 31,500 gp).

Custom items, such as gloves of dexterity or a cloak of charisma can still be made, instead of the headbands and belts of the core rules, at the same cost as a belt of incredible dexterity or a headband of inspired wisdom, for example.

MA


Master Arminas: A bit longer a response than I was expecting (I knew most of that) but that is ok. :) I just wasn't sure if you were indicating that slots had no affinity or if there was some statement against slot affinity.

To me it could have meant either:
No affinity = do what you want
No affinity = they belong where they are written and tough cookies if you want them elsewhere.

You indicated the first option. The only thing I can find that might disagree with that is my previous post regarding the conversion guide. A weak affinity statement that indicated that items were placed in the same slot for a reason.

- Gauss

Liberty's Edge

Gauss wrote:

That is what GMs are for. The entire game is customizable if your GM says yes.

In my own game, I said yes to shifting the Phylactery of Channeling to a neck slot (made it part of the holy symbol). However, I keep that type of thing out of my rules discussions.

- Gauss

That's fine and dandy, but what about PFS no custom content like magic items?


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PFS you have the magic items out of the books.
End of line.

Bonus points if you know the reference. :D

- Gauss


Gauss wrote:

PFS you have the magic items out of the books.

End of line.

Bonus points if you know the reference. :D

- Gauss

Tron (1.0)


We have a weiner! errr winner! :D

- Gauss


Suzaku wrote:
That's fine and dandy, but what about PFS no custom content like magic items?

Nothing personal, but a major portion of living campaigns is "playing the game how the developers envision it." If I recall correctly, even in Living Greyhawk you had to expressly find access to be able to craft/purchase items as different slot types than published in the book.

The bottom line is one of the major issues in 3.5 was major stat over-inflation due to distribution of the stat bonus items. If you want to boost multiple physical stats or multiple mental stats, it is now entirely possible, it just costs an amount that is commensurate with the value obtained.


It is one of (many) problems PF tried to fix but failed and made it worse.

It works perfectly fine for characters dependent only on 1 mental stats (Wizards and Druids, Clerics to a lesser degree), as headbands were given their own slot apart from the head slot.

The four problems that arise are

1: Boosting more than one stat isn't free of extra cost, punishing the weaker classes
2: Belts, unlike headbands, is NOT a slot elusively for stat boosts.
3: A ability score booster needs 24 hours to reattune if removed. Not a problem for headbands, but belts are made to be taken off.
4: Non-equal boosts to multiple abilities don't exist. While in core 3.5 a Fighter was able to grab +2 gloves of dexterity along with his +4 belt for initiative, AC and an extra AoO, such is impossible in PF unless you spring for +4

MIC's solution of just making it free of extra costs to add ability score boosts or resistance boosts to saves to an item worked out much better.


Headbands are not a slot exclusively for stat boosts (I assumed you meant exclusively rather than elusively). Just one example: Phylacteries also use the headslot.

While I agree that it penalizes MAD classes that is really a problem with MAD classes and not the magic items.

- Gauss


There are only 6 such items, two not something you are using willingly. That's a problem with the Phylactery of Faithfulness and Phylactery of Channeling duo.


Yes, but you said exclusively and did not make an exception. I have only your words to go off of when it comes to your intent. If you intended to say 'few items' or 'almost exclusively' that would have been different.

- Gauss

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