Clarification on Armor and Weapon special ability limits and Wondrous item enhancement functionality?


Rules Questions


My group and I are having a debate over how certain items work in the game.

1) Equipment special abilities: If you have a suit of armor or weapon that has been maxed out with +10 enhancement bonuses and abilities, can you add features (benevolent, poison-resistant, glamer, energy resistance, impervious, transformative, dueling, etc.) that have a gold piece cost, instead of a bonus cost? Which, in effect means they do not count against the enhancement total?

2) Wondrous Items that provide enhancement bonuses such as a belt of giant strength, or a headband of inspired wisdom state that the enhancement bonus is considered a temporary bonuses for the first 24 hours. Does this mean they are permanent bonuses after the 24 hours elapse? If the bonuses are permanent, do I retain these bonuses if the item is removed thereafter?

I would appreciate clarification on the usage of these items.


1) AFAIK, you may place up to 200k worth of enchants on any single item, it doesn't matter if you've maxed out the benefit of a given mode of enchantment.

2) They are considered permanent bonuses, but they are not actually permanent as they follow the item. If you remove it, you lose the bonus, if you reequip it, the bonus reverts to being temporary for the next 24hrs.


Permanent bonus is a specific game term that affects how things produced by abilities are calculates. The intent was the need to not do any in game math. This doesn't mean they are permanent in the sense of never going away.

A bit of a caviet here in that I think slot of groups whollly ignore most of these rules other than permanent bonuses needing permanent bonuses to qualify for feats.

So when a barbarian with a 18 str rages his str is only 22 temporary str and some stuff like skill checks or his carry capacy may not change. Neither do his rage rounds go up.

However I've never actually played in a game that strictly adhered to this other then pfs.


"So when a barbarian with a 18 str rages his str is only 22 temporary str and some stuff like skill checks or his carry capacy may not change."

I don't think that's right. Raging gives a (temporary) morale bonus to Str & Con. I see no reason why this shouldn't increase his skill checks (Climb & Swim) and carrying capacity.

"Neither do his rage rounds go up."

That is correct, because the barbarian class's text explicitly states that temporary boosts to Con do not increase the number of rounds of rage.


To the OP:
Q1 Yes.
Q2 No.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Right so for the first 24 hours of wearing a belt of constitution a Barbarian's rage feature is not effected, for the purpose of rage rounds, by the Con bonus from the belt. After 24 hours the bonus is permanent and the Con bonus now applies to rage rounds.


Axl wrote:

"So when a barbarian with a 18 str rages his str is only 22 temporary str and some stuff like skill checks or his carry capacy may not change."

I don't think that's right. Raging gives a (temporary) morale bonus to Str & Con. I see no reason why this shouldn't increase his skill checks (Climb & Swim) and carrying capacity.

The barbarian would get the bonus to his skill checks, but not his carrying capacity.

Quote:
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.

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