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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.
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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.
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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.
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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.
Relevant parts:
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.
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.
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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.
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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"?
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.)
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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.