Wednesday, September 1, 2010

Pathfinder Magic Item Body Slots Part 1

Pathfinder Magic Items on the Body


Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body, known as a “slot.”

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.



•Armor: suits of armor. (This is a new slot no longer part of Body)


•Belts (Waist): belts and girdles.

•Body: robes and vestments.

•Chest (Torso): mantles, shirts, and vests.


•Eyes (Face): eyes, glasses, and goggles.


•Feet: boots, shoes, and slippers.


•Hands: gauntlets and gloves.


•Head: circlets, crowns, hats, helms, and masks (masks used to be in Face Slot).


•Headband (New Slot): headbands and phylacteries.


•Neck (Throat): amulets, brooches, medallions, necklaces, periapts, and scarabs.


•Ring (up to two): rings.


•Shield (New Slot): shields.


•Shoulders: capes and cloaks.


•Wrist (Arms): bracelets and bracers.

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.

Some items can be worn or carried without taking up a slot on a character's body. The description of an item indicates when an item has this property.

Saving Throws Against Magic Item Powers

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

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).

1 comment:

James said...

James likes this. :)