Nonstandard Slots for Wondrous Items


Rules Questions


Pathfinder Rulebook Subscriber

So I feel like I've read somewhere that you can make items for one slot when they belong to another,but don't know where it was or how to do it. Is this possible, and what's the cost?

The items in question are a phylactery of positive channeling and a headband of inspired wisdom


In D&D 3.0 there was a rule that an item created for a non-standard slot cost double, but that rule didn't make the Pathfinder transition. The idea instead is that you are supposed to make a phylactery that combines a wisdom boost with the channel boost (and pay an additional 50% cost on the less expensive of the effects).

From a game design point of view, they (the impersonal "they") are trying both to keep effects thematic (gloves of lock picking make a lot more sense than slippers of lock picking; slippers of silent walking make a lot more sense than goggles of silent walking, and goggles of perception make more senses than a belt of perception) and also keep certain types of effects competitive with each other because they occupy the same slot (for example, all physical stat increases take the belt slot).


Pathfinder Rulebook Subscriber

I was just gonna make it a headslot. But that's interesting. Thanks


You can do it at no additional cost (unless the GM wants to add a cost to it) and you do not have to combine items like Orfamay suggests, but you need to ask for GM permission. I suggest you look at altering existing items section of this page, which gives info on what's acceptable and what isn't reasonable in this sorta situation.

The Exchange Owner - D20 Hobbies

You can't do it at all.

Your GM can come up with a price, on his own. They may not charge extra, they may charge more, they may not allow it at all, and they may suggest doing it slotless and charge double.


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Milo v3 wrote:

You can do it at no additional cost (unless the GM wants to add a cost to it) and you do not have to combine items like Orfamay suggests, but you need to ask for GM permission. I suggest you look at altering existing items section of this page, which gives info on what's acceptable and what isn't reasonable in this sorta situation.

In particular, those guidelines specifically warn you (or more accurately, your GM) from allowing that:

Quote:


Not All Item Slots Have Equal Value: This is true, even though it isn't expressed monetarily in the rules. Some item slots are very common and are shared by many useful items (boots, belts, rings, and amulets in particular), while some slots are used by only a few items (such as body, chest, and eyes). Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.

Some Abilities Are Assigned to Certain Slots: Some of the magic items in the Core Rulebook are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear. In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category—characters who want to enhance multiple physical or mental ability scores must pay extra for combination items like a belt of physical might or headband of mental prowess.

If there is a trend of all Core Rulebook items of a particular type using a particular slot (such as items that grant physical ability score bonuses being belts or items that grant movement bonuses being boots), GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.

Classes Value Some Slots More Than Others: This is a combination of the two previous warnings. Because most belts enhance physical abilities, wizards rarely have need for standard belt items. This means a wizard can change an item that's useful to wizards into a belt and not have to worry about a future slot conflict by discovering a wizardly magic belt in a treasure hoard. Likewise, fighters have little use for most standard head items, so altering an existing fighter item to use the head slot means it has little risk of competition from found head slot items. GMs should consider carefully before allowing you to bypass these intentional, built-in item slot restrictions.


Orfamay Quest wrote:


In particular, those guidelines specifically warn you (or more accurately, your GM) from allowing that:

Not really. They give warning to keep in mind, and phylactery of positive channeling as a head slot doesn't really even break any of those guidelines.


Milo v3 wrote:
Orfamay Quest wrote:


In particular, those guidelines specifically warn you (or more accurately, your GM) from allowing that:
Not really. They give warning to keep in mind, and phylactery of positive channeling as a head slot doesn't really even break any of those guidelines.

Your mileage may vary. In my opinion, it violates all three.

First, the headband slot is a high-value slot -- the only reason that he wants this capacity is because of competition within the slot.

Second, it's a game design decision to make this item complete against the mental stat boosting items.

Third, the headband slot is particularly valuable for divine casters, the only character type that can channel.

The OP is, IMHO, proposing to do exactly what the guidelines warn against: "cheaply spreading out these items over unused slots."

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