Magic items as prerequsites for feats?


Rules Questions


1 person marked this as FAQ candidate.

I can't seem to find a definitive answer.

If you have 15 dex and put on a +2 dex item and wear it for 24 hours, can you qualify for feats that require 17 dex?


Yes. This is slightly dangerous though since if you lose the item you lose access to the feat until you get your bonus back as a permanent bonus.


Alrighty. Thanks. I couldn't find the reference in the book.


As a side note, I still don't get the whole reason behind the "wear for 24 hours for permanent bonus" thing... I mean, how long do you have to not have it on before needing to reset the "24 hour timer"?


Umbral Reaver wrote:

I can't seem to find a definitive answer.

If you have 15 dex and put on a +2 dex item and wear it for 24 hours, can you qualify for feats that require 17 dex?

The rules say you must have a certain ability score. A +2 dexterity item gives an enhancement bonus to that ability score. So, is a score plus an enhancement bonus the same as having that score?

Quote:
Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours

The rules call anything with a duration greater than 24 hours is considered permanent. A belt is considered temporary during the first 24 hours so, it seems logical that after 24 hours it is considered permanent.

My group usually says sure, but be aware if you lose the prerequisite you lose the feat as well. If you can live with that risk. Go for it.


Some call me Tim wrote:


The rules call anything with a duration greater than 24 hours is considered permanent. A belt is considered temporary during the first 24 hours so, it seems logical that after 24 hours it is considered permanent.

My group usually says sure, but be aware if you lose the prerequisite you lose the feat as well. If you can live with that risk. Go for it.

I guess I don't understand the significance of permanent compared to temporary ability scores in Pathfinder.

Before, the way we had always played it, permanent always meant permanent. Increases like inherent bonuses or raising your ability scores every four levels.

But here, they call greater than 24 as permanent, which I don't agree as you can still lose the item and your ability score(s) can still change.

So what exactly is the significance in now calling that increase ‘permanent’ after 24 hours? What other factors does that affect? Or is the only factor is that 24 hour attune time? And if that is the case, then why?


I am under the impression that it allows items to provide a bonus for a feat but not a spell like Cat's Grace; and that permanent in Pathfinder meant things without a defined end time. I.E. you can have a belt on for months and months at a time but a spell will end at the most several hours later.


You have no bonus before delay of 24 hours has expired: no temporary ability before.
The "24 hours attune time" has been made to prevent "abuse" from players, who may lend their item everytime...

Dev's has said the bonuses given by magic items become permanent and retroactive (for skill points) as long as you wear the item.
It is for a "simplification" of the rules.

If you wear a Intelligence headband, you have to mark clearly the skill points "drawn from" the item.

Grand Lodge

Pathos wrote:

As a side note, I still don't get the whole reason behind the "wear for 24 hours for permanent bonus" thing... I mean, how long do you have to not have it on before needing to reset the "24 hour timer"?

It's to keep people from cheesing the item by trading it amongst each other. As to the answer for the second question that's apparantly left intentionally vague to translate as "Don't bother worrying about it unless the PC is trying to pull a cheese move around the rules."


Hmm, ok.

I can’t say I feel the 24 attune time was needed. But in our campaigns, we never did the ‘pass the magic item around’ bit. Or if we did, it was a borrow of usually at least a session (which normally entailed at least a couple of days of game time).


Temporal increments don't give all the benefits of a permanent bonus, the Glossary tells you what you get from temporal bonuses.

Note that decrements in your ability scores can render your feats useless.
I.e. You have Int 11, get a Headband of Int+2, Wear it more than one day and get Combat Expertise (req Int 13).
Then some spell/ability gives you a temporal penalty of -1 to Int, you can use Combat Expertise until you remove that penalty.

So, being too dependent of magic items isn't a good thing.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I think the primary porblem is with having a bag of headbands of intelligence, each keyed to a specific skill, so that when you need a skill you can switch the relevant item in.


Aw man, I thought this was going to be about custom feats that require you to have specific magic item to use them. Another dangerous purchase, but perhaps still worth if for someone who has an arcane bond, or a paladin who has a weapon bond.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

@PathfinderEspanol

Temporary penalties actually don't affect what feats your have etc. This includes ability damage and penalties from spells (or grappled condition etc.)

PRD wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.
...
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die.
...
Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

Only drain will cause you to lose access to feats, class abilities, or spells per day.

As to the OP: Effectively, a "temporary" bonus will only give you positives to what damage gives negatives to. So an owl's wisdom spell will not give you extra spells per day, but once it becomes permanent it is as if your characters score was higher.


I find quite often you forget about that as the game goes on, maybe you got the magic item 3 months real time in gameing ago. You pick that feat then another 6 months of gaming goes by and you lose the item. Then quick change to the character and forget the feat required that higher stat. I mean sure you could be a real stickler reviewing sheat like an accountant counting everything but that's no our style.

So we just ruled you get the feat and if you no longer qualify for it no big deal. Just don't abuse that. In that no passing the belt of dex around so someone can qualify for improved twf then taking the belt back.


voska66 wrote:

I find quite often you forget about that as the game goes on, maybe you got the magic item 3 months real time in gameing ago. You pick that feat then another 6 months of gaming goes by and you lose the item. Then quick change to the character and forget the feat required that higher stat. I mean sure you could be a real stickler reviewing sheat like an accountant counting everything but that's no our style.

So we just ruled you get the feat and if you no longer qualify for it no big deal. Just don't abuse that. In that no passing the belt of dex around so someone can qualify for improved twf then taking the belt back.

If you aren't using something on the computer to check (one of the excel sheets, herolab, etc.) I've had some luck (as a runner) with making a list of what depends on what that can be changed. Normally it's only a few fighter feats and one or two magic items so it doesn't really slow the game down/take much time.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Magic items as prerequsites for feats? All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions