Difficulty understanding ecclesitheurge's bonded holy symbol ability


Rules Questions


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Greetings all.
As the title explains, I am having a difficult time understanding how this ability works.

Spoiler:

Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisite. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so.
The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function only for the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

My questions regarding the bold section in the spoiler are:
1. Do you pay any gp to use this ability and, if so, do you use the full price or the price you use as if you crafted the item yourself?
2. Does it take any time to add said abilities?
3. What magic abilities are fair game? Are they restricted to those abilities found only on preexisting neck slot items? Could I make a holy symbol of might fists provided I have the levels and possibly the gp?

Thank you all for your time in answering my inquiries.


1. Yes and half the base price just like crafting.
2. Yes, basically you're crafting a magic item, you're just getting the benefit of the appropriate item creation feat.
3. Holy symbols are normally worn around the neck so any neck slot items should work. Your GM may allow others within reason.


1 and 2, standard crafting rules, just like a wizard.

3 is a bit more "ask your gm" territory. Anything that is not standard neckslot is a custom item, and would require gm approval.


Jack of Dust wrote:

1. Yes and half the base price just like crafting.

2. Yes, basically you're crafting a magic item, you're just getting the benefit of the appropriate item creation feat.
3. Holy symbols are normally worn around the neck so any neck slot items should work. Your GM may allow others within reason.

Thanks for the reply, it is extremely helpful, but I do have another question regarding the answer to question 2, since it is item creation, would the usual crafting times for magic/wondrous also apply?


gravalpea wrote:
Jack of Dust wrote:

1. Yes and half the base price just like crafting.

2. Yes, basically you're crafting a magic item, you're just getting the benefit of the appropriate item creation feat.
3. Holy symbols are normally worn around the neck so any neck slot items should work. Your GM may allow others within reason.
Thanks for the reply, it is extremely helpful, but I do have another question regarding the answer to question 2, since it is item creation, would the usual crafting times for magic/wondrous also apply?

Yes, the only difference in function is that the enhancements only function for the Ecclesitheurge and the enhancements disappear if you die or make a new holy symbol.


Thanks for the answers, this has been quite helpful.

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