Regarding Ability Boosters (page 108-109)


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The text regarding ability booster is not clear. How long must a character wear an ability booster before it takes effect?


Chaotic_Blues wrote:
The text regarding ability booster is not clear. How long must a character wear an ability booster before it takes effect?

24 hours.


Chaotic_Blues wrote:
The text regarding ability booster is not clear. How long must a character wear an ability booster before it takes effect?

As far as I can tell, immediately.

Per pg. 116:

Alpha 2 wrote:

Ability score increases whose duration is one day or less

give only temporary bonuses. For every two points of
increase to a single ability, apply a +1 bonus to the skills
and statistics listed with the relevant ability.

They go on to say:

Alpha 2, bottom pg. 116 wrote:

Ability bonuses with a duration greater than one day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This

might cause you to gain skill points, hit points, and other
bonuses. These bonuses should be noted separately in case
they are removed.

So... if it's a temporary duration (24 or less), you get a bonus to skills and "statistics" which I take to mean attack, AC, and saves. I don't know if this include increasing hitpoints for an increase in Con.

But... if it's longer than 24 hours, then modifying those same skills and statistics "might cause you to gain skill points, hit points..." I'm not really sure why the bonus greater than 24 hours would cause an increase in hitpoints where it wouldn't for less than 24 hours.

Does this mean that casting Bear's Endurance on someone won't boost their hitpoints? I don't know.


Actually this got me thinking as I went to the bathroom.... Item must be worn for 24 hours before the full stat boost takes affect. Remove your clothing to take a bath (24 hour timer resets), changing your clothes (timer resets), getting all hot and bothered with the wife (timer resets). It all seems rather unwieldy when you think about it.

I think I will forgo the "permanent" effect and just stay with the temporary ones.

Sovereign Court

Pathos wrote:
Actually this got me thinking as I went to the bathroom.... Item must be worn for 24 hours before the full stat boost takes affect. Remove your clothing to take a bath (24 hour timer resets), changing your clothes (timer resets), getting all hot and bothered with the wife (timer resets). It all seems rather unwieldy when you think about it.

I dunno - makes rings and necklaces likely places to want to put those kinds of enchantments - those are easier to keep on all the time. :)


Jess Door wrote:
I dunno - makes rings and necklaces likely places to want to put those kinds of enchantments - those are easier to keep on all the time. :)

Good point. :o)

Sovereign Court

As far as the new items are concerned, you apply the bonuses immediately as temporary enhancement bonuses. After 24 hours, they are normal enhancement bonuses. Both of these (if I'm reading it right) can do the following:

add to +hit with melee attacks, melee damage, Strength checks, and skill checks (Str)
add to +hit with ranged attacks, AC, Reflex saves, initiative, and skill checks (Dex)

add to hit points (with a notation in case they should be removed later), Fort saves, constitution checks, and skill checks (Con)

add to Intelligence-based spellcasting DCs, intelligence checks, and skill checks (Int)

add to Wisdom-based spellcasting DCs, Will saves, wisdom checks, and skill checks (Wis)

add to Charisma-based spellcasting DCs, charisma checks, and skill checks (Cha)

Enhancement bonuses to Intelligence do not implicitly grant additional skill ranks. However, the new Headband of Vast Intelligence does grant skill ranks in one or more set skills, essentially as a free related ability.

Again, I welcome corrections to my information.

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