| 2ndGenerationCleric |
So someone recently told me that, due to the errata of ecclesitheurge's holy symbol into the same thing as a wizard's, that I could have my symbol be a ring. Or a staff. Is that accurate?
Also, let's say my holy symbol is worn around my neck. I can make it an amulet of natural armor. But it says I can add additional abilities. As in plural. Can it also be an amulet of hidden strength as well, like at the same time?
| Berinor |
There are guidelines for pricing multiple effects on a single slotted item (each secondary ability costs 50% extra beyond what it normally would), but whether a certain combination is allowed is left to GM adjudication because custom items, even fairly simple ones, are as much art as science.
In this case, let's suppose you wanted either a +2 nat armor, hidden strength or +3 nat armor, hidden strength amulet.
+2 nat armor - 8k, hidden strength - 9k
Hidden strength is more expensive, so it's your primary effect. So the market value is 9k + 1.5*8k=9k + 12k = 21k. Since you get it at half price, that'd be 10.5k.
+3 nat armor - 18k, hidden strength - 9k
Natural armor is more expensive, so it's your primary effect. So the market value is 18k + 1.5*9k=18k + 13.5k=31.5k. Since you get it at half price, that'd be 16.75k to make this item.
I'm not sure about the different slots, so I'll leave that to someone else.
| Silver Surfer |
The ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item
This is the bit that came into being from the original description. I remember a Dev somewhere on here commenting that it was added in to reflect that Holy Symbols come in all sorts of slots and sizes and they didnt want to restrict the options or create queries with future items. Originally it had only offered a neck slot option I believe.
If you look through the deity lists there are examples of holy items/symbols of all kinds
| 2ndGenerationCleric |
There are guidelines for pricing multiple effects on a single slotted item (each secondary ability costs 50% extra beyond what it normally would), but whether a certain combination is allowed is left to GM adjudication because custom items, even fairly simple ones, are as much art as science.
In this case, let's suppose you wanted either a +2 nat armor, hidden strength or +3 nat armor, hidden strength amulet.
+2 nat armor - 8k, hidden strength - 9k
Hidden strength is more expensive, so it's your primary effect. So the market value is 9k + 1.5*8k=9k + 12k = 21k. Since you get it at half price, that'd be 10.5k.
+3 nat armor - 18k, hidden strength - 9k
Natural armor is more expensive, so it's your primary effect. So the market value is 18k + 1.5*9k=18k + 13.5k=31.5k. Since you get it at half price, that'd be 16.75k to make this item.
I'm not sure about the different slots, so I'll leave that to someone else.
That sounds actually reasonable... source so I can look it up?
| Cevah |
There are guidelines for pricing multiple effects on a single slotted item (each secondary ability costs 50% extra beyond what it normally would), but whether a certain combination is allowed is left to GM adjudication because custom items, even fairly simple ones, are as much art as science.
Sorry, that rule is +50% for later abilities, not lesser abilities. Make the most expensive ability the first thing you add, and you will be fine. Otherwise, you pay extra to the same item made in a different order. Merchants assume the abilities were placed with the most expensive first. Items modified over time do not follow that sequence, so can cost more even though they are the same price.
/cevah