Ability score damage and enhancement bonuses


Additional Rules

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

As far as I recall, this isn't really addressed anywhere in the rules, but I think it could use some clarification.

If you have an enhancement bonus to an ability score, either temporary or permanent, and you then suffer ability damage or drain to that score, does the enhancement keep you above zero? Example: you have a strength of 10, and are wearing a belt of Str +4. If you take 15 points of Str damage, does your strength go to zero, but the +4 remains, increasing your effective strength to 4 (and therefore not helpless due to zero strength) This is how I think it works.


Extending that logic would mean that a person with an enhancement bonus to an attribute, while not immune to ability damage to that attribute, would be unable to fall over/die from it. Let's take your example a little further. What if he were then hit again for another 10 pts. of Strength damage? He'd still be sitting at that Strength of 4. A bull's strength spell just became a part-time lesser restoration.

Enhancement bonuses to armor, while enhancement bonuses, improve what's already there and are negated by appropriate means, i.e. a touch attack bypasses armor bonuses even if you're wearing +5 full plate. Not identical, obviously, but that says to me that ability damage will eat your +4 enhancement bonus as well. Your strength score knows it's a 14, you ate 15 pts of damage to it, time to get a cleric.

I could be wrong, of course, and an official ruling would be best. This is strictly my humble opinion.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I agree that it's unclear, and my interpretation makes enhancement bonuses very nice to avoid dropping from zero ability scores. Taking poison as an example, if poision drops your Str to zero, that wouldn't in any way affect the belt of giant strength giving you +4. I'd hope poison wouldn't damage your magic items effectiveness.


JoelF847 wrote:
I agree that it's unclear, and my interpretation makes enhancement bonuses very nice to avoid dropping from zero ability scores. Taking poison as an example, if poision drops your Str to zero, that wouldn't in any way affect the belt of giant strength giving you +4. I'd hope poison wouldn't damage your magic items effectiveness.

But the poison isn't damaging the effectiveness of the magic item, per se, but rather you. And the magic item is affecting you. Ergo, I would suspect that you would still be on the ground straining to move under the weight of your shirt.

The Exchange Contributor, RPG Superstar 2008 Top 6

I can't imagine an enhancement bonus could possibly keep you from becoming helpless (or dead, in the case of Con damage) from an ability going to zero. Fails the "does that make sense" test. I do think it raises the bar for how much damage it takes - assuming you've been wearing the item a full day, of course.


JoelF847 wrote:

As far as I recall, this isn't really addressed anywhere in the rules, but I think it could use some clarification.

If you have an enhancement bonus to an ability score, either temporary or permanent, and you then suffer ability damage or drain to that score, does the enhancement keep you above zero? Example: you have a strength of 10, and are wearing a belt of Str +4. If you take 15 points of Str damage, does your strength go to zero, but the +4 remains, increasing your effective strength to 4 (and therefore not helpless due to zero strength) This is how I think it works.

This would also mean that a character wearing a CON boosting item would be immunized from the dangers of turning into a wraith, or a vampire spawn when its CON reaches 0. I don't think such an item was intended to protect as much.

'findel


And to make a more direct comparison, if you're wearing a CON item,
that would mean you would ALWAYS have (1/2 * CON bonus * HD) HP's no matter what, by the same logic. There actually is such thing as an "Inherent" Bonus, which is what you get each 4 levels. So it's reasonable to say that Ability damage is applied "after" your effective ability score is determined. It might be good to say so, though. "Stacking" of bonuses is pretty well spelled out, but how Bonuses and Penalties "Stack" isn't.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

What about the case where someone with Str 10 gets poisoned for a total of 12 Str damage. They collapse with a zero Str, since zero is the lowest an ability score can go. Then their friend takes off their belt of giant strength +4, and puts it on them. They have a Str of 4, right? This is the case whether they took 10 Str damage, 12 Str damage, or 35 Str damage.

If all of this is true, then why should it be different if you put the belt on after the Str damage, or if you were wearing the belt in the first place?


JoelF847 wrote:

What about the case where someone with Str 10 gets poisoned for a total of 12 Str damage. They collapse with a zero Str, since zero is the lowest an ability score can go. Then their friend takes off their belt of giant strength +4, and puts it on them. They have a Str of 4, right? This is the case whether they took 10 Str damage, 12 Str damage, or 35 Str damage.

If all of this is true, then why should it be different if you put the belt on after the Str damage, or if you were wearing the belt in the first place?

Why should it be different? Because it would be cheesy if it did not or at least the enhancement items would be badly underpriced?

Enhancement bonuses add to your effective Strength, as I see it, meaning the PC with a 10 and a +4 enhancement is treated as if he had a Strength of 14 in all ways as long as that enhancement is in effect. He needs to take 14 points of Strength damage to be taken down.


It DOES seem like how Bonuses & Penalties "Stack" DOES need to described more explicitly, for cases like these.

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