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Pathfinder Item Slots

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In dieser Community veröffentlichte Inhalte sind eventuell nicht für alle Altersgruppen oder zur Ansicht am Arbeitsplatz geeignet. Warnung bei Pathfinder. Die Kalkulation für diese Item ist aber recht einfach gestrickt und lässt sich sowohl auf Slots als auch auf Slot-Less Items (etwa Ion Stones). lf-advies.nl › community › discussions › comment. Die Gegenstände sind wie gewöhnliche Items zu verwenden. Das Haustier legt ihr beispielsweise in einen Gürtel-Slot und könnt darüber. Darunter ist ein weiterer Itemslot, den man zu früh ins Spiel brachte. Einen Greifhaken hat in Apex Legends nur Pathfinder, Wallruns aus.

Pathfinder Item Slots

acclaimed cRPG Pathfinder: Kingmaker, and “Pathfinder: Kingmaker The number of item slots traders have depends on how far you have. Unlock new items to buy across multiple playthoughs. The number of item slots nearby traders have depends on how far you have been able to. Die Gegenstände sind wie gewöhnliche Items zu verwenden. Das Haustier legt ihr beispielsweise in einen Gürtel-Slot und könnt darüber.

If that check is failed, succeeding on a second check DC 25 might provide some insight into a clue. The spells detect magic , identify , and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Use Activated : This type of item simply has to be used in order to activate it. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears.

However, some items made for wearing must still be activated. Although this activation sometimes requires a command word see above , usually it means mentally willing the activation to happen.

The description of an item states whether a command word is needed in such a case. Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity , unless the use involves performing an action that provokes an attack of opportunity in itself.

If the use of the item takes time before a magical effect occurs, then use activation is a standard action. You must know or at least guess what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.

Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer.

Size should not keep characters of various kinds from using magic items. Many magic items need to be donned by a character who wants to employ them or benefit from their abilities.

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.

Note : If you click on the image at right of a person showing the body slots, you can download a PDF that you can print and fill in yourself!

Armor : This slot is used for suits of armor that are worn. Belts : This slot consists of belts and other items that can be worn around the waist.

Body : This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.

Chest : This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest.

Eyes : This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.

Feet : This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.

Hands : This slot consists of gauntlets, gloves, and other items that can worn on the hands. Head : This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.

Headband : This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. Neck : This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.

Ring up to two : rings. Shield : This slot is for carried shields. Shoulders : This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.

Wrists : This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.

Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying.

Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item. Of course, a character may carry or possess as many items of the same type as he wishes.

However, additional items beyond those in the slots listed above have no effect. The description of an item indicates when an item has this property.

The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are suitable for certain creatures to wear.

While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part.

The following table presents all of the animal companions and familiars available to characters, divided into general categories that loosely define their body type as well as which magic item slots are available to them.

Specific animals may be able to wear different types of items as specified in their original monster entry. If you are using animal companions or familiars from another source, you can use the information in this table as a guideline for those creatures.

Additionally, GMs may use this table as a guide to determine what kinds of magical gear non- humanoid monsters can wear and use. Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items.

Magic items produce spells or spell-like effects. Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.

Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent making its level otherwise difficult to determine quickly.

Magic items should always get a saving throw against spells that might deal damage to them—even against attacks from which a non-magical item would normally get no chance to save.

Magic items use the same saving throw bonus for all saves, no matter what the type Fortitude , Reflex , or Will. The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as non-magical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

Magic items that take damage in excess of half their total hit points , but not more than their total hit points , gain the Broken condition, and might not function properly see the Appendix.

Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged or even a destroyed magic items—if the caster is high enough level.

Many items, particularly wands and staves, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most 10 for staves.

Price 2, gp; Aura faint necromancy; CL 1st; Weight —. These blood red crystal lenses fit snugly over the wearer's eyes. The wearer gains the constant effects of the deathwatch spell.

Craft Wondrous Item, deathwatch. Price 56, gp; Aura moderate enchantment; CL 7th; Weight —. These two crystal lenses fit over the user's eyes.

The wearer is able to use charm person one target per round merely by meeting a target's gaze. Those targets failing a DC 16 Will save are charmed as per the spell.

Both lenses must be worn for the magic item to take effect. Craft Wondrous Item, Heighten Spell , charm person. Price 25, gp; Aura moderate necromancy; CL 11th; Weight —.

These crystal lenses fit over the user's eyes, enabling him to cast doom upon those around him one target per round as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected.

Those failing a DC 11 Will save are affected as by the doom spell. The wearer also gains the additional power of a continual deathwatch effect and can use fear Will DC 16 partial as a normal gaze attack once per week.

Craft Wondrous Item, doom , deathwatch , fear. Price 30, gp; Aura moderate necromancy; CL 11th; Weight —. These glasses look like golden teeth holding a pair of green-tinted lenses.

The wearer may use eyebite 11 times per day on command, affecting one target for each use of the spell. The wearer does not need to use these rounds consecutively, but each activation is a standard action unlike the spell, in which targeting a new foe is a swift action.

If the wearer removes the glasses, the eyebite effects immediately end. Craft Wondrous Item, eyebite. Price 6, gp; Aura faint transmutation; CL 1st; Weight —.

These clear crystals fit over the wearer's eyes. If the wearer has low-light vision already, these lenses double the distance the wearer can see with this vision.

Craft Wondrous Item, keen senses. Price , gp; Aura strong transmutation; CL 15th; Weight —. These tigereye gems fit over and then meld into the eyes, transforming the wearer's eyes into something slitted and draconic.

These eyes grant the wearer darkvision ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.

Price 2, gp; Aura faint divination; CL 3rd; Weight —. These lenses are made of special crystal and fit over the eyes of the wearer.

Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round. Price 4, gp; Aura faint transmutation; CL 5th; Weight —.

These magical goggles are decorated with owl motifs, including clusters of feathers over the eyes. The wearer gains low-light vision.

Craft Wondrous Item, beast shape I. Price 8, gp; Aura faint evocation; CL 3rd; Weight —. These sturdy goggles have a mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place.

This tint blocks a considerable amount of natural light. Twice per day, the goggles' wearer can emit bright light on command to a range of 30 feet.

Any creature within that area must succeed at a DC 13 Fortitude saving throw or be blinded for 1 hour. Craft Wondrous Item, light , scorching ray.

Price 8, gp; Aura faint divination; CL 5th; Weight —. If the wearer already has low-light vision, it grants the wearer double the normal range for low-light vision.

Craft Wondrous Item, beast shape II , guidance. The lenses of this item are made of special crystal, its band woven with tiny patterns of metallic thread almost invisible to the naked eye.

Both lenses must be worn for the magic to be effective. Craft Wondrous Item, true seeing. Price 12, gp; Aura faint transmutation; CL 3rd; Weight —.

The lenses of this item are made of violet crystal. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him foot darkvision.

Craft Wondrous Item, darkvision. The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell. The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer's spellcasting.

The robe can even produce spell components or focuses with a specific cost, though it provides no more than 50 gp worth of such materials in any single day.

The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer's person or when the spell requiring them is cast.

Cost 2, gp Craft Wondrous Item, minor creation. Price , gp; Aura moderate divination; CL 11th; Weight 1 lb. This valuable garment appears to be a normal robe until it is put on.

Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe.

She also gains foot darkvision. The robe of eyes sees all forms of invisible or ethereal creatures or objects within feet. She retains her Dexterity bonus to AC even when flat-footed, and can't be flanked.

She is not able to avert or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes the wearer to be blinded for 1d3 minutes.

A daylight spell blinds the wearer for 2d4 minutes. Cost 60, gp Craft Wondrous Item, true seeing. Price 64, gp; Aura strong conjuration; CL 17th; Weight 1 lb.

Silver circles and conjuring runes decorate this black robe. Three times per day when the wearer uses a summoning spell or spell-like ability to summon a variable number of creatures, he can choose to summon the maximum number of creatures possible.

Creatures summoned in this way step from the shadowy folds of the robe, and appear adjacent to the wearer. If there isn't sufficient room for all the creatures to appear, the extra creatures are wasted and do not appear.

If the wearer is a summoner, he can call upon the robe to summon his eidolon as a standard action once per day. It must appear adjacent to the summoner when called this way.

Price 1, gp; Aura moderate conjuration; CL 7th; Weight 1 lb. This coarse hempen robe seems made from a single strand of twine.

The wearer can draw up to 30 feet of twine or up to 10 feet of hemp rope per round from the robe without harming it.

As an immediate action, the wearer can draw up to feet of twine or 50 feet of rope from the robe, but this gives the robe the broken condition and suppresses its powers until it is repaired.

Twine or rope drawn from the robe remains connected until cut or torn, but is treated as common material rather than part of a magic item.

Pieces removed become normal twine or rope. Cost gp Craft Wondrous Item, minor creation. Price 1, gp; Aura faint evocation; CL 5th; Weight 4 lbs.

This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack.

The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target's flesh, dealing 1 point of piercing damage and 1 point of bleed damage.

A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in.

The robe regrows all spent needles each morning. Cost gp Craft Wondrous Item, bleed. Price 27, gp; Aura moderate illusion; CL 11th; Weight 1 lb.

The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.

The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe.

The colors create the equivalent of a gaze attack with a foot range. This is a mind-affecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment.

Additionally the robe continuously illuminates a foot radius. The effect can be used no more than a total of 10 rounds per day.

Cost 13, gp Craft Wondrous Item, blur , rainbow pattern. Price 58, gp; Aura strong varied; CL 15th; Weight 1 lb. This garment is typically black or dark blue and embroidered with small white or silver stars.

The robe has three magical powers. It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell.

Once he has done so, the wearer can also return to his plane of origin on command, also as per the plane shift spell. The robe grants its wearer proficiency with such weapons.

Each shuriken disappears after it is used. The stars are replenished once per month. Cost 29, gp Craft Wondrous Item, magic missile , astral projection or plane shift.

Price 75, gp; Aura strong varied; CL 14th; Weight 1 lb. This normal-appearing garment is attuned to one of three types of alignment. To most wearers, the robe offers no powers or has no effects unless the wearer's alignment doesn't match that of the robe see below.

Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned.

These powers are as follows. If a white robe is donned by an evil character, she immediately gains three permanent negative levels.

The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels.

These negative levels remain as long as the garment is worn and cannot be overcome in any way including through restoration spells.

Negative levels are immediately removed if the robe is removed from the wearer. Cost 37, gp Craft Wondrous Item, antimagic field , mage armor or shield of faith , creator must be of same alignment as robe.

Price 7, gp; Aura moderate transmutation; CL 9th; Weight 1 lb. A character who dons this battered robe notes that its patches rearrange into the shapes of various helpful but mundane items.

Only the wearer of the robe can see the true shapes of these patches, recognize them for what items they become, and detach them.

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