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DigitalMage wrote:Again, if you really think this is RAW, raise the issue in a thread for a recent AP or better yet a PFS scenario where the figured stats don't match your reading. That's the best chance of getting a quick ruling.
So, as the Strength Ability Modifier is not listed, I don't read it as included in what is referred to as "statistics". Weapon Damage Rolls are explicitly listed as a "statistic" and so by my reading of the RAW the bonus is applied to Weapon Damage Rolls unmodified by being off-hand or two handed.
I don't buy APs and have not noticed this is any of the PFS scenarios I have read to date (and I am not going back through reading them). It was another poster who had noticed that NPC stats weren't matching RAW.
I am currently reading #4–22 Halls of Dwarven Lore and I will look out for any examples in there.

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HangarFlying wrote:Some of you are kind of missing the part where it says that the bonus (or penalty in the event of damage) is added to the statistic being affected, not tacked on at the end of the computation.
So in the situation of an 18 STR, the +2 from bull's strength is added to the +4 modifier from the 18 STR giving a +6...then you account for off-hand or two-handed or whatever.
It depends on whether you read the reference to adding to the statistic in context though.
PRD wrote:For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.Emphasis is mine.
So we should look at what is listed with the relevant ability, in this case Strength...
PRD wrote:Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.For skills, its:
- Strength-based skill checksFor statistics, its:
- Melee Attack Rolls
- Weapon Damage Rolls (if they rely on Strength)
- CMB (if you are Small or larger)
- CMDSo, as the Strength Ability Modifier is not listed, I don't read it as included in what is referred to as "statistics". Weapon Damage Rolls are explicitly listed as a "statistic" and so by my reading of the RAW the bonus is applied to Weapon Damage Rolls unmodified by being off-hand or two handed.
Eh, if that's how you want to read it, that's cool. I read it otherwise.

Joesi |
Regardless of how clear the rules are towards temporary ability bonus interactions, I'd like to have a house rule saying temporary bonuses are essentially treated like permanent bonuses (just temporary in duration)
Is there a problem with that? i.e. Is there much good reason why the developers chose to treat it differently?

thejeff |
Regardless of how clear the rules are towards temporary ability bonus interactions, I'd like to have a house rule saying temporary bonuses are essentially treated like permanent bonuses (just temporary in duration)
Is there a problem with that? i.e. Is there much good reason why the developers chose to treat it differently?
Other than the issues with times/day abilities, no I don't think so. There's evidence that the intent was and is to treat them the same.
Just not to allow you to pick up another spell slot when you boosted your casting stat. Or similar issues.
We can't give an exhaustive list of every single ability in the game and whether or not a temporary boost affects it, but we can give you these two guidelines:
(1) It should affect DCs based on that ability score modifier.
(2) It should affect rolls modified by that ability score modifier, such as Str mod affecting melee attack rolls and Wis mod affecting Will saves.
(3) It should not affect abilities that treat an ability score modifier as a "consumable." In this context, a "consumable" is one where your number of uses per round/day/week/whatever is based on the ability score or its modifier, such as channel energy uses per day, wizard school abilities usable {Int bonus} per day, bardic performance rounds per day, barbarian rage rounds per day, and so on.Everything else is on a case-by-case basis up to GM discretion, but avoiding (3) is much more important than limiting it to (1) and (2).
Based on that, I'd rule that all DCs and rolls are affected as if the stat had actually increased. No more "consumable" uses of abilities based on stat increases.
Static numbers, like lift or weight limits, I might recalc depending on hassle and importance.:)
thejeff |
If you get into it (raw), then temp str will also drop your attack even if you use weapon finesse, and losing temp wisdom doesn't drop a monks ac weird things like that
Yeah. The RAW on this is so weird that I can't run with it. The rules are nonsensical. You'd have to check the list each time to be sure.
Str boosts help hit with a finesse weapon, but not damage with a Agile one?
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Yeah. The RAW on this is so weird that I can't run with it. The rules are nonsensical. You'd have to check the list each time to be sure.
Str boosts help hit with a finesse weapon, but not damage with a Agile one?
Yes, as has been said, Paizo would have been better off leaving the rules as in 3.5 and then writing explicit exceptions for those problem areas they were perhaps trying to solve.

Ilja |

If you want to houserule temporary bonuses to work similar to permanent ones (which is a good idea i agree), there should probably be a few exception:
1. Either bonuses to Int should not grant any "temporary skill ranks", or each character should choose what skills they are "closest" to learning to always get the same ranks.
2. It should not apply to abilities uses/day (or rounds per day etc).

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FAQ: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9quz
Temporary Ability Score Increases: Do these affect the DCs of monster and PC supernatural abilities based on those ability scores?
Although the description of temporarily ability score bonuses just refers to increasing spell DCs, that is a legacy of some older game terminology not being updated as new features were added to the rules. Temporary ability score increases should affect supernatural ability DCs based on those ability scores, such as a medusa's gaze attack or a witch's hexes.

Globetrotter |

Sorry to necro this thread... but I am wondering what the answer is now that we have this FAQ:
Temporary Ability Score Increases vs. Permanent Ability Score Increases: Why do temporary bonuses only apply to some things?
Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. The section in the glossary was very tight on space and it was not possible to list every single ability score-related game effect that an ability score bones would affect.
The purpose of the temporary ability score ruling is to make it so you don't have to rebuild your character every time you get a bull's strength or similar spell; it just summarizes the most common game effects relative to that ability score.
For example, most of the time when you get bull's strength, you're using it for combat, so the glossary mentions Strength-based skill checks, melee attack rolls, Strength-based weapon damage rolls, CMB, and CMD. It doesn't call out melee attack rolls that use Dex instead of Str (such as when using Weapon Finesse) or situations where your applied Str bonus should be halved or multiplied (such as whith off-hand or two-handed weapons). You're usually not using the spell for a 1 min./level increase in your carrying capacity, so that isn't mentioned there, but the bonus should still apply to that, as well as to Strength checks to break down doors.
Think of it in the same way that a simple template has "quick rules" and "rebuild rules;" they're supposed to create monsters which are roughly equivalent in terms of stats, but the quick rules are a short cut that misses some details compared to using the rebuild rules. Likewise, the temporary ability score rule is intended as a short cut to speed up gameplay, not as the most precise way of applying the bonus.
A temporary ability score bonus should affect all of the same stats and rolls that a permanent ability score bonus does.
If I am understanding, now fighters wearing heavy armor can be squashed by the weight of their own gear in battle if they take enough penalties to STR? OR does this change nothing since the FAQ is only talking about bonuses and not penalties?
Although... aren't penalties just negative bonuses?