
blahpers |

Suthainn wrote:This also makes sense when looked at this way - Cat's grace doesn't allow you to qualify for a new feat for the three 3 minutes that it is activeSome 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 damagePaizo PRD wrote:Ability Score Damage
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.
Is there some part of this that you don't see as clear cut?
The penalty from Enlarge is Ability Damage.
Ability Damage does not reduce an ability.If your ability is not reduced you still meet prerequisites. There's nothing foggy or uncertain in that, simple & clear rules statements which show you do not lose feat access, that's all.
Oh? Why not? (Assuming you level up, of course.)

Durngrun Stonebreaker |

MechE_ wrote:Oh? Why not? (Assuming you level up, of course.)Suthainn wrote:This also makes sense when looked at this way - Cat's grace doesn't allow you to qualify for a new feat for the three 3 minutes that it is activeSome 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 damagePaizo PRD wrote:Ability Score Damage
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.
Is there some part of this that you don't see as clear cut?
The penalty from Enlarge is Ability Damage.
Ability Damage does not reduce an ability.If your ability is not reduced you still meet prerequisites. There's nothing foggy or uncertain in that, simple & clear rules statements which show you do not lose feat access, that's all.
Because three minutes is less than twenty four hours.

blahpers |

The post you mention never appeared in the FAQ. More to the point, it is contradicted by the more recent erratum on temporary ability score bonuses. Basically, they count for everything. Which is in line with points 5 and 6 of SKR's post--the rules should have been that way to begin with.

Forseti |

The pertinent line:
"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."
Satisfying a prerequisites is neither a skill nor a statistic. It's simply a matter meeting demands. When a feat demands 15 dex, and you have a permanent score of 15+, you meet the demand, regardless of any damage or penalty.
The recent FAQ doesn't go against that notion, it only elaborates on which rolls and statistics are affected. Moreover, it doesn't even talk about penalties at all, just bonuses.

Kazaan |
It still works just like ability damage. If you don't acknowledge a penalty doesn't reduce the ability score, then that line is never triggered.
Example: You have Intelligence 17. You are hit with 6 points of Intelligence damage from Touch of Idiocy. Since you say the penalty doesn't reduce your Intelligence, your Int is still 17 and you can still cast second level spells.
The reason you can't use temporary bonuses for qualifying for feats is because you have to have a permanent score to select the feat. It's the same kind of thing as when you don't gain extra skill ranks for Intelligence bonuses that are temporary.
If you have 17 Intelligence and you're hit with some hypothetical effect that merely causes 6 points of Int Damage, you effectively have -3 to your Int Mod, bringing it from +3 to an effective +0. If you were hit with some hypothetical effect that caused 6 points of temporary Int Penalty, it would do exactly the same. But, if you're hit with 6 points of Int Penalty from ToI, you get an effective -3 to your Int Mod and you count as having 11 Int to determine what spells you can cast. It does this because the specific rules for ToI (and ToI only) say it does, in override of default rules. If you also had Combat Expertise, which has a prereq of 13 Int, none of these cases would deactivate CE; not even ToI. Only Ability Drain would do that.

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The effects of the spell are that the creature is one size category larger. Because the creature is of a larger size, it gets a +2 to STR, -2 to DEX, and a -1 to AC. The spell doesn't grant those adjustments, the change in size grants the adjustments.
That being said, the effects are temporary, effectively giving you a +1 to STR stuff, -1 to DEX stuff, and a -1 to AC (which effectively means that your AC is -2 from before the spell). Because the effects are temporary, it doesn't affect whether or not you qualify for feats (or disqualify, for that matter).
On the other hand, if the casting had been followed up with permenancy, the actual ability scores would be adjusted. In that case, the DEX would drop from 15 to 13, and the character would no longer be able to utilize the two-weapon fighting feat.

Xaratherus |

I'm convinced that in the case of Enlarge, you don't lose the benefits of a feat due to the DEX penalty.
Re: Touch of Idiocy, the text is carryover from older versions. The FAQ and quotes from the designers are more recent. I give them greater precedent, and assume that any apparent contradiction in the spell is just that - a contradiction, and the more recent clarifications should hold true.

Kazaan |
The effects of the spell are that the creature is one size category larger. Because the creature is of a larger size, it gets a +2 to STR, -2 to DEX, and a -1 to AC. The spell doesn't grant those adjustments, the change in size grants the adjustments.
That being said, the effects are temporary, effectively giving you a +1 to STR stuff, -1 to DEX stuff, and a -1 to AC (which effectively means that your AC is -2 from before the spell). Because the effects are temporary, it doesn't affect whether or not you qualify for feats (or disqualify, for that matter).
On the other hand, if the casting had been followed up with permenancy, the actual ability scores would be adjusted. In that case, the DEX would drop from 15 to 13, and the character would no longer be able to utilize the two-weapon fighting feat.
Close enough for government work. I could quibble that the distinction between the change in size being the source of the temporary penalty or the spell itself is moot since it calls out both spells and abilities and, in a mechanical sense, size is essentially an ability. But that's not important.
What I do feel compelled to bring up issue with is the penalty becoming permanent under the permanency spell. The rules that graduate a temporary bonus to a permanent bonus are restricted to the "bonuses" section. There's no equivalency for ability Damage (or penalty which is treated as damage) to "graduate" to ability Drain after 24 hours. So, even with Permanent Enlarge Person and having waited 24 hours for the bonuses to graduate from temporary to permanent (thus letting you qualify for higher Str prereqs), the penalty to Dex remains just that; an ability penalty which, as previously mentioned, is still adjudicated as ability damage. Essentially, there's no such thing as a permanent ability penalty or permanent ability damage. Both of those are covered under ability drain (the permanency of which is irrelevant).

Majuba |

Biggest importance I can see to that issue Kazaan (penalty lasting longer than 24 hours) is the bestow curse spell. Applied to an ability score tied to casting, this would be important to know.
I think I would houserule it as HangerFlying says, considered permanent after 24 hours. Good role-play potential there ("Hurry, we've got to get to safety so I can remove this curse before it blots out my mind forever!" or "We've got to stop the mage from reaching his spellbook!"). As for how the designers would rule (no text to base off), I don't know. Probably leniently (meaning not permanent).

Redneckdevil |

Okay so they do not. I do find it interesting that the developer does say its needlessly complicated and that losing the actual score would be a lot easier.
Who knows, maybe in the future when so.ething says u take an atribute dmg or penalty, u actually lose that amount of score. Then the only difference between drain and damage would be duration (aka 1 is temporary and 1 is permanent). Imo I agree that would be a lot easier.

Bizbag |
Biggest importance I can see to that issue Kazaan (penalty lasting longer than 24 hours) is the bestow curse spell. Applied to an ability score tied to casting, this would be important to know.
I think I would houserule it as HangerFlying says, considered permanent after 24 hours. Good role-play potential there ("Hurry, we've got to get to safety so I can remove this curse before it blots out my mind forever!" or "We've got to stop the mage from reaching his spellbook!"). As for how the designers would rule (no text to base off), I don't know. Probably leniently (meaning not permanent).
I'd lean towards permanent after 24 hours, but I'd be lenient about preparing spells again when it was removed. That is, if a cleric prepares remove curse and cures the wizard in the morning, I'd let the wizard then prepare his spells for the day (rather than enforce some sort of "you need your old score back for 24 hours" deal).

Kazaan |
Bestow Curse, when used to apply a -6 penalty to a selected ability score, would function as follows based on RAW and the relevant FAQ and developer statements:
1) An ability penalty is adjudicated as ability damage.
2) As ability damage, mechanically speaking, it reduces your effective stat mod by 3 when applied to dice rolls or DCs. For example, if you pick Intelligence, and the target has a base of 14 Int, anytime their +2 Int mod is added to a dice roll or DC, subtract 3 from that mod (bringing it to -1).
3) For non-DCs and non-rolls, this doesn't apply so they suffer no decrease to the highest level of Int spell they can cast, they don't lose feats with Int prereqs, and they don't lose uses per day based on intelligence for abilities.
4) Since there are no rules for Ability Damage to graduate to Ability Drain (nor rules for Ability Penalty adjudicated as Ability Damage to graduate to "Permanent Ability Penalty" adjudicated as Ability Drain), as those rules are listed under and apply only to ability bonuses, the Ability Penalty remains the same regardless of how long it's on the subject.

Moondragon Starshadow |

Okay, here's an interesting question:
Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.
Now, someone casts a buff (say, Bull's Strength) that increases your Strength > X. Since that's a temporary buff on top of the ability damage, do you regain access to the feat temporarily?
I ask because it seems to be slightly different wording for "bonuses" compared with "penalties". It seems the penalty has to be semi-permanent from ability damage, while bonuses seems to benefit from temporary increases.

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HangarFlying wrote:The effects of the spell are that the creature is one size category larger. Because the creature is of a larger size, it gets a +2 to STR, -2 to DEX, and a -1 to AC. The spell doesn't grant those adjustments, the change in size grants the adjustments.
That being said, the effects are temporary, effectively giving you a +1 to STR stuff, -1 to DEX stuff, and a -1 to AC (which effectively means that your AC is -2 from before the spell). Because the effects are temporary, it doesn't affect whether or not you qualify for feats (or disqualify, for that matter).
On the other hand, if the casting had been followed up with permenancy, the actual ability scores would be adjusted. In that case, the DEX would drop from 15 to 13, and the character would no longer be able to utilize the two-weapon fighting feat.
Close enough for government work. I could quibble that the distinction between the change in size being the source of the temporary penalty or the spell itself is moot since it calls out both spells and abilities and, in a mechanical sense, size is essentially an ability. But that's not important.
What I do feel compelled to bring up issue with is the penalty becoming permanent under the permanency spell. The rules that graduate a temporary bonus to a permanent bonus are restricted to the "bonuses" section. There's no equivalency for ability Damage (or penalty which is treated as damage) to "graduate" to ability Drain after 24 hours. So, even with Permanent Enlarge Person and having waited 24 hours for the bonuses to graduate from temporary to permanent (thus letting you qualify for higher Str prereqs), the penalty to Dex remains just that; an ability penalty which, as previously mentioned, is still adjudicated as ability damage. Essentially, there's no such thing as a permanent ability penalty or permanent ability damage. Both of those are covered under ability drain (the permanency of which is irrelevant).
Good point. If there is any FAQ-worthy question in all of this, the issue of temp damage becoming permanent is probably it.
While you are certainly correct in that the rules aren't written that way, it doesn't make logical sense to treat the penalties/bonuses from enlarge person differently when the spell is made permanent.

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Gonna do a paste.
--- paste ---
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.
—Pathfinder Design Team, 10/29/13
--- end paste ---
So look at the very first and the last sentence.
Yes, you lose the ability to use the feat if you Enlarge yourself giving your Dex a lower effective score than the pre-reg. Grog, my weapon master, found this out and could not use his whirlwind attack while he was enlarged.

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Yes: let's look those sentences:
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.
...
A temporary ability score bonus should affect all of the same stats and rolls that a permanent ability score bonus does.
Bonuses not penalties. look the glossary, you will find 2 headers:
Ability Score Bonuses
and
Ability Score Damage, Penalty, and Drain
Separate, distinct, different sections of the rules. Bonuses aren't penalties.
What say the section about Ability Score Damage, Penalty, and Drain?
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. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.
and
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.
What say enlarge person?
The target gains ... a –2 size penalty to Dexterity
Penalty, so you use the relevant rules, that are in the section about penalties.

Artoo |
Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.
You need to go back and read the thread again because I would say the majority of posters don't agree that you lose access to the feat.

MechE_ |

Moondragon Starshadow wrote:Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.You need to go back and read the thread again because I would say the majority of posters don't agree that you lose access to the feat.
You lose access to the feat, as I see it.

Berdache |
Okay, here's an interesting question:
Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.
Before Kazaan quoting the actual rules it was 50:50 afterwards I think most people agreed you dont lose access to the feat.

Bizbag |
Artoo wrote:You lose access to the feat, as I see it.Moondragon Starshadow wrote:Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.You need to go back and read the thread again because I would say the majority of posters don't agree that you lose access to the feat.
Why?
1) Spell effects that reduce stats are treated as Ability Damage
2) Ability Damage does not actually lower your score.
3) Since your score is not actually lowered, you retain access to your feats.
There is some discussion about the question of 24+ hour penalties, but i think this is fairly plain.
The Dev posts above clarify that any given ability damage applies its penalty wherever the stat would apply, even if not specifically mentioned (e.g. Cat's Grace for a Weapon Finesse user). That doesn't change that ability score damage doesn't actually reduce your score. Such language is included because actually changing the score is something that another "temporary" effect, Ability Drain, can inflict. After all, even if you have a "permanent" score due to AD or a magic item, it's still a modification of your raw stat. Your raw stat is something you still need to track due to dispels, disjunction and antimagic.

Kazaan |
Okay, here's an interesting question:
Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.
Now, someone casts a buff (say, Bull's Strength) that increases your Strength > X. Since that's a temporary buff on top of the ability damage, do you regain access to the feat temporarily?
I ask because it seems to be slightly different wording for "bonuses" compared with "penalties". It seems the penalty has to be semi-permanent from ability damage, while bonuses seems to benefit from temporary increases.
Since ability damage doesn't affect your qualification for stat prerequisites, the question is invalid. So lets change it to something that makes sense in context. Say you suffered ability drain that brought your actual stat down below the threshold to satisfy the prerequisite. Then, someone came along and cast Bull's Strength. Bull's Strength imparts a bonus to Strength, but it isn't a Permanent Bonus so it doesn't actually increase your Strength stat; just your effective Strength modifier when applied to rolls or DCs. So it wouldn't restore your feat. If you wore a magic item, however, that increased your Strength sufficiently and you passed the 24 hour threshold required for it to become a Permanent Bonus, yes, it absolutely would restore the feat to you. To illustrate:
You have the Cleave feat which requires 13 Str as a prereq. You have 14 Str, but suffer 2 points of Str Damage. You still get to use Cleave because you still have the 14 Str, you just have an effective +1 Str mod instead of your usual +2.
-But-
If you suffered 2 points of Str Drain instead, you actually have dropped down to 12 Str now so you lose qualification for Cleave; you can't use it. Now you go put on a +2 Belt of Giant Strength. In the first 24 hours, it grants a temporary bonus so it doesn't restore your feat. After 24 hours, the bonus becomes permanent and you recover your prerequisite, allowing you to resume use of the Cleave feat.

Bizbag |
3 people marked this as a favorite. |
If this sounds confusing, the rule of thumb is that unless it is ability drain (a fairly uncommon ability), you don't have to recalculate your feats, skill points, bonus spells or long term ramifications in the middle of an adventuring day. You just apply the penalty to applicable rolls and move on.

Kazaan |
If this sounds confusing, the rule of thumb is that unless it is ability drain (a fairly uncommon ability), you don't have to recalculate your feats, skill points, bonus spells or long term ramifications in the middle of an adventuring day. You just apply the penalty to applicable rolls and move on.
Bingo. Of course, specific trumps general as in the case of Touch of Idiocy. In that case, you recalculate the applicable rolls just as you would for ability damage normally, but with one added step of also considering highest level of spell you can cast (which you don't normally do); but still none of the other things that only apply to ability drain.

MechE_ |

MechE_ wrote:Artoo wrote:You lose access to the feat, as I see it.Moondragon Starshadow wrote:Let's say you don't qualify for a feat that requires X strength because you took ability DAMAGE that put you at X-1. I think everyone agrees that you now lose access to the feat.You need to go back and read the thread again because I would say the majority of posters don't agree that you lose access to the feat.Why?
1) Spell effects that reduce stats are treated as Ability Damage
2) Ability Damage does not actually lower your score.
3) Since your score is not actually lowered, you retain access to your feats.There is some discussion about the question of 24+ hour penalties, but i think this is fairly plain.
The Dev posts above clarify that any given ability damage applies its penalty wherever the stat would apply, even if not specifically mentioned (e.g. Cat's Grace for a Weapon Finesse user). That doesn't change that ability score damage doesn't actually reduce your score. Such language is included because actually changing the score is something that another "temporary" effect, Ability Drain, can inflict. After all, even if you have a "permanent" score due to AD or a magic item, it's still a modification of your raw stat. Your raw stat is something you still need to track due to dispels, disjunction and antimagic.
Wait a minute, I dupped myself, lol. Enlarge person would NOT cause you to lose access to the feat. Because it is treated as ability damage, since it is temporary (from the spell) and ability damage does not actually lower your score.
Sorry for the confusion.

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have you ever noticed how we as DM's of our own games differ in the opinions of each other but when a player questions us we go to the forums?
oh btw in regards to the thread above,
the attribute stays as it is and the penalty is temporary...
well character sheets have a temporary column for a reason.
Maptools tokens do not, nor does roll20, depending on the version of the sheet you use.
If one is going to say the feat is unuseable.
Then energy drain temporarily reduces your level below a point does that make the spell inoperable. No, it actually only changes the effective numerical value of the spell.
Level 5 wizard has fireball prepared, gets to negative levels. the spell is still prepared he can still prepare it, just it goes off as 3d6 instead.
now if you are a veteran 2nd edition DM doing pathfinder and disagree with that for example. Change it, it's your game your rules.
no matter how it gets clarified here in the thread its your DMs decision.

LordKailas |

If one is going to say the feat is unuseable.
Then energy drain temporarily reduces your level below a point does that make the spell inoperable. No, it actually only changes the effective numerical value of the spell.
Level 5 wizard has fireball prepared, gets to negative levels. the spell is still prepared he can still prepare it, just it goes off as 3d6 instead.
Your argument isn't equivalent because there's no such thing as "bonus levels". Negative levels have specific effects on the character and unlike previous editions those effects do not include de-leveling the character, regardless how long the character suffers from negative levels. So, there's no reason to think that the character would lose class features as a result of negative levels.
The crux of the problem is. If enlarge person lets a character qualify for power attack. It logically follows that the same spell could cause them to no longer qualify for two weapon fighting.
edit: Its worth noting that because the rules for penalties are different from the rules for bonuses simple logic fails.

LordKailas |

How does Combat Relexes work with Enlarge Person?
If I have 12 DEX and I Enlarge I now have 10 DEX. How many AoOs do I get per round?
Combat Reflexes looks at your bonus not your stat. So, it doesn't matter if the stat is reduced since the bonus gets reduced either way.
an effective 10 dex has a modifier of 0 and a 12 dex with 2 ability damage also has a modifier of 0. So, while combat reflexes wouldn't "turn off" (since it has no pre-reqs.) Its benefit would be moot as it would give you an extra 0 AoO.
Things get weird when your dex drops to an 8 or lower. Since by RAW it seems that the feat would cause you to lose the ability to make AoO.

Coolwasabi |

Normally written a temporary penalty references to work the same as ability damage. Ability damage and temporary ability increases just affect relative ability checks and damage so do did not actually adjust your score as a permanent boost or drain would.
The F.A.Q on Temporary score increase vs Permanent score increases gives a change on bonuses to affect any associated ability as if the score changed, you just can't use temporary to meet prerequisites.
So temporary bonuses and penalties don't seem to actually alter your score for prereqs, but alter checks and damage that use it. Officially bonuses affect anything related such as carry capacity and Combat Reflexes. Unofficially the temporary penalties didn't get the same F.A.Q, they were written the same so I would probably treat it the same to affect combat reflexes but it wouldn't affect prerequisites as temporary bonuses don't count either.

bbangerter |

MrCharisma wrote:How does Combat Relexes work with Enlarge Person?
If I have 12 DEX and I Enlarge I now have 10 DEX. How many AoOs do I get per round?
Combat Reflexes looks at your bonus not your stat. So, it doesn't matter if the stat is reduced since the bonus gets reduced either way.
an effective 10 dex has a modifier of 0 and a 12 dex with 2 ability damage also has a modifier of 0. So, while combat reflexes wouldn't "turn off" (since it has no pre-reqs.) Its benefit would be moot as it would give you an extra 0 AoO.
Things get weird when your dex drops to an 8 or lower. Since by RAW it seems that the feat would cause you to lose the ability to make AoO.
Not quite. Combat reflexes gives you additional AoO's equal to your dex bonus. If you have a dex of 8, you have a dex bonus of 0, and a dex penalty of -1. The feat doesn't care what your penalty is.

Java Man |

Reminder that negative levels can stop you from casting spells since they lower your caster level, and in order to cast a spell you must have a high enough caster level to cast it.
I believe this is incorrect. The only reference to spell access and negative levels I can find is "Spellcasters do not lose any prepared spells or slots as a result of negative levels." I am unable to find a caster level requirement to cast a spell, only level dependant rules for preparing them.

willuwontu |
willuwontu wrote:Reminder that negative levels can stop you from casting spells since they lower your caster level, and in order to cast a spell you must have a high enough caster level to cast it.I believe this is incorrect. The only reference to spell access and negative levels I can find is "Spellcasters do not lose any prepared spells or slots as a result of negative levels." I am unable to find a caster level requirement to cast a spell, only level dependant rules for preparing them.
I know there's other references out there in the rules, but this is the simplest one to find.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

MrCharisma |

MrCharisma wrote:How does Combat Relexes work with Enlarge Person?
If I have 12 DEX and I Enlarge I now have 10 DEX. How many AoOs do I get per round?
Combat Reflexes looks at your bonus not your stat. So, it doesn't matter if the stat is reduced since the bonus gets reduced either way.
an effective 10 dex has a modifier of 0 and a 12 dex with 2 ability damage also has a modifier of 0. So, while combat reflexes wouldn't "turn off" (since it has no pre-reqs.) Its benefit would be moot as it would give you an extra 0 AoO.
Thanks, that makes sense to me (it's how I've always played it, but I didn't know any of the stuff in this thread until the other day, so I thought I'd check).
Things get weird when your dex drops to an 8 or lower. Since by RAW it seems that the feat would cause you to lose the ability to make AoO.
As bbangerter pointed out Combat Reflexes runs of your "bonus", not your "modifier", so you wouldn't ever get to less than 1 AoO.
Thanks for clearing this up for me =)

EldonGuyre |
I would assume that if a character uses a belt that grants +4 Str to take Power Attack (he otherwise has 10 Str) and he loses the belt, he can no longer use the feat...but when a friendly caster gives him Bull's Strength, he can again.
Similarly, an aging character that loses the required physical level for a feat could one again use it temporarily with an appropriate spell.

LordKailas |

As bbangerter pointed out Combat Reflexes runs of your "bonus", not your "modifier", so you wouldn't ever get to less than 1 AoO.
Thanks for clearing this up for me =)
Yeah, I think it's because in my head bonus = modifier, especially since it's not unusual for someone to say bonus when they mean modifier (eg "roll a d20 and add your bab and Dex bonus to see if you hit with your ranged attack"). When strictly speaking they are not the same thing.
The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. The table also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
So, if someone wants to nitpick its not that your bonus is 0 when you have a stat lower than 10. Its that you don't have a bonus at all.

Talonhawke |

So this leads me back around to another question then. If I manage to temporarily qualify for a feat through any of the agreed upon methods and then take a feat that requires the first feat as perquisite but also by virtue of that feat fulfills the prereq I only had temporarily can i now use the feat all the time?

LordKailas |

So this leads me back around to another question then. If I manage to temporarily qualify for a feat through any of the agreed upon methods and then take a feat that requires the first feat as perquisite but also by virtue of that feat fulfills the prereq I only had temporarily can i now use the feat all the time?
I can't seem to find it now. But I remember reading that if you lose the ability to use a feat, you also can no longer use any feats that list that feat as a pre-req. You still have all of the feats you just can't use them.
So, if Temporary Ability X allows me to qualify for Feat A, and Feat B has feat A as a pre-req. Then I can make use of both feats A and B so long as Temporary ability X is active. When Temporary ability X wears off Feat A turns off which in turn causes Feat B to turn off. Even if Feat B's only pre-requisite is Feat A.

Talonhawke |

I would have to find the example I had years back but basicly if feat A needs you have an ability such as Grab and a feat B requires Feat A but in the process grants you grab do you still need you temp qualifier that you used for feat A to keep it?
I found my original example but it seems the feat has changed since then or i miss read it back then.

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Honestly I dont even know. I would ha e been one of the people saying you get a -2 dex from size not from the spell so you wouldn't get to use a feat with no prereqs.
I still feel its iffy. Lot of quoting older errata and hand waving newer errata as "that's just bonuses."
It's all pretty grey.
Older erratas were used in this thread because this thread is six years old.