Could you buy this item?


Pathfinder Society

Scarab Sages 5/5

Would it be legal for PFS to buy a Belt Giant Strength +1?

Grand Lodge 4/5 5/55/5 ***

No, at least not under current rules. 'Named' magic items like belts are only available in the form listed in the CRB.

Sovereign Court 5/5

ioosef wrote:
Would it be legal for PFS to buy a Belt Giant Strength +1?

You wouldn't want to, anyway. You'd need a belt of giant strength of at least +2 to get any extra bonus to str-related die rolls.

Even if you're STR 17, and you wear a +1 Str magic item, your '18' strength still only gives +3 to hit/damage. (technically I suppose +3.5, which in practice is rounded down to +3.0 and makes negligible difference at any rate)

I didn't believe it either when first told, but it's true under Pathfinder.


Yeah, I found that out too. Ability increase and decrease has nothing to do with your current score. For every +/-2 points, you get a modifier change. Only the ability increase for gaining a level divisible by four actually affects your root score.


Is that PFS only i thought that after 24 hours such bonus became permanant?

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Talonhawke wrote:
Is that PFS only i thought that after 24 hours such bonus became permanant?

I believe you are right, though it's likely splitting hairs since I don't think there are any items that give +1 strength.

Liberty's Edge 5/5

deusvult wrote:
ioosef wrote:
Would it be legal for PFS to buy a Belt Giant Strength +1?

You wouldn't want to, anyway. You'd need a belt of giant strength of at least +2 to get any extra bonus to str-related die rolls.

Even if you're STR 17, and you wear a +1 Str magic item, your '18' strength still only gives +3 to hit/damage. (technically I suppose +3.5, which in practice is rounded down to +3.0 and makes negligible difference at any rate)

I didn't believe it either when first told, but it's true under Pathfinder.

Please post a link or at least let me know where I could find this rule? I did a search and I couldn't find anywhere where this is the case. After 24 hours the item becomes a "permanent" bonus.

I agree, in PFS, this would not be possible as it is not part of the RAW items. But you are saying in a home game, if I had a character with a 17 STR, that after 24 hours of wearing a +1, that the 18 STR fighter would not have a +4 bonus? That seems really, really counter-intuitive to me.

Liberty's Edge 5/5

Glossary from PRD wrote:

Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 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.

Permanent Bonuses: Ability bonuses with a duration greater than 1 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 by reading this in the Glossary, a Belt of Giant Strength worn for 24 hours would cause the bonus to become permanent. So the +1 (should one be deemed available in a home game) would be treated just like adding a +1 to your Strength.

Funny thing is, no matter whether your stat is odd or even, a +2 to the stat will increase your modifier by +1. Additionally, I can't think of a single spell or effect that only enhances any stat by an odd number. It is always even as best I can recall. So the first statement really doesn't apply to +1 bonus to a stat, because those bonuses don't really exist in the RAW.

So you'd have to home rule what a +1 bonus would do. Intuitively, if you had an odd stat, it would increase your modifier accordingly. Of course any home GM has the right to rule this however they see fit.

In PFS, this would not be allowed for more than one reason. There is no magic item that is sold this way, and the way the rules are written, effects don't happen this way.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Andrew Christian wrote:

Please post a link or at least let me know where I could find this rule? I did a search and I couldn't find anywhere where this is the case. After 24 hours the item becomes a "permanent" bonus.

I agree, in PFS, this would not be possible as it is not part of the RAW items. But you are saying in a home game, if I had a character with a 17 STR, that after 24 hours of wearing a +1, that the 18 STR fighter would not have a +4 bonus? That seems really, really counter-intuitive to me.

Rules link comin' at ya!

Relevant parts:

Temporary wrote:
Ability score increases with a duration of 1 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.
Permanent wrote:
Ability bonuses with a duration greater than 1 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.

So if a spell or other temporary effect gave you +1 STR, nothing would happen. But on a belt, your STR would actually increase after the first 24 hours, which WOULD benefit the 17 STR guy.

EDIT: Ninja'd by the man I was answering.


Jiggy wrote:
EDIT: Ninja'd by the man I was answering.

Get more ranks in Spot. :P

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Nickademus42 wrote:
Jiggy wrote:
EDIT: Ninja'd by the man I was answering.
Get more ranks in Spot. :P

"Spot"? Get more ranks in Playing the Right Game. ;D


Jiggy wrote:
"Spot"? Get more ranks in Playing the Right Game. ;D

I have a Chronicle that lets me cross-metagame. :P

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Nickademus42 wrote:
Jiggy wrote:
"Spot"? Get more ranks in Playing the Right Game. ;D
I have a Chronicle that lets me cross-metagame. :P

...Would that even be beneficial? I'll keep putting ranks in one skill instead of splitting between three, thanks. ;)

Silver Crusade 5/5

Does this mean that if I cast Bull's strength on a character wielding a two handed weapon that he only gets +2 damage, not +3?

Liberty's Edge 5/5

Alex McGuire wrote:
Does this mean that if I cast Bull's strength on a character wielding a two handed weapon that he only gets +2 damage, not +3?

No.

The extra damage is ancillary. The only direct result of Bull's Strength is you get +4 Strength, or a +2 bonus to your Strength modifier.

So with a two handed weapon, your Strength modifier is 1-1/2 times, so you would get a +3.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Andrew Christian wrote:
Alex McGuire wrote:
Does this mean that if I cast Bull's strength on a character wielding a two handed weapon that he only gets +2 damage, not +3?

No.

The extra damage is ancillary. The only direct result of Bull's Strength is you get +4 Strength, or a +2 bonus to your Strength modifier.

So with a two handed weapon, your Strength modifier is 1-1/2 times, so you would get a +3.

I wonder, then, why the rule below isn't phrased as "add 2 to the affected ability's modifier"?

PRD wrote:
Ability score increases with a duration of 1 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.

I guess your STR mod would be a "statistic", then? Though that kind of makes the reference to "skills" redundant. Maybe the wording's just a little murky.

(To be clear, I do agree with Andrew's assessment. Using two hands in an attack makes a +50% modification to your STR-based damage, and it would make sense for that modification to be the last thing applied to that damage.)

Silver Crusade 4/5

Andrew Christian wrote:
Alex McGuire wrote:
Does this mean that if I cast Bull's strength on a character wielding a two handed weapon that he only gets +2 damage, not +3?

No.

The extra damage is ancillary. The only direct result of Bull's Strength is you get +4 Strength, or a +2 bonus to your Strength modifier.

So with a two handed weapon, your Strength modifier is 1-1/2 times, so you would get a +3.

That's how I assumed it worked when applying my rage strength bonus and using a greataxe with my barbarian. My normal str modifier is +4, which means +6 damage with a two handed weapon when not raging. When I rage, the str modifier becomes +6, so the damage bonus becomes +9 with the two handed weapon.

And this is why barbarians rule at level 1: minimum of 10 damage per hit when raging.

I'll be curious to see how this character compares to the rest of his traveling companions at higher levels. I'm new enough to this game not to have any clue how that will work out.

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