| Post/Author/DateTime | Post |
|---|---|
| drizzt42010-22-07, 04:24 PM | When a PC finds an item that raises Con. is it retroactive? Say a 10th level PC finds a +1 to Con. headband do they gain hit points equal to their level times their current Con. bonus excluding bonuses already added in? |
| Ebonarc10-22-07, 04:28 PM | When a PC finds an item that raises Con. is it retroactive? Say a 10th level PC finds a +1 to Con. headband do they gain hit points equal to their level times their current Con. bonus excluding bonuses already added in? Yes. The Con modifier alters the hit points of every hit die, regardless of how it affected them beforehand. |
| Watsyurname52910-22-07, 04:31 PM | Yes, if a player enhances his Con score in which it changes the Con Mod, then they gain extra HP equal to their Hit Dice. Ex. Bob the Wizard 10 finds an Amulet of Con +2 - that changes his Con from 10 (+0) to Con 12 (+1), he then gains 10 HP as long as he wears the item. |
| drizzt42010-22-07, 04:40 PM | thx guys - case closed. |
| Tichrimo10-22-07, 07:08 PM | One other side-point/nitpick to make... You shouldn't ever find an item that boosts a stat by an odd number. |
| weasel010-22-07, 08:31 PM | I allow it odd #s in my game. All the odd numbers follow the normal rules except 1. "Bonus squared x 1000" I just say a +1 is worth half as much as +2. (2000gp) |
| goawayugh10-23-07, 03:02 PM | Ability boosters should never be made in odd numbers. Also note that losing Con is 'retroactive' too. If Bob the Wizard 10 has his amulet of health +2 on and enters an antimagic field he will lose 10 hp. (although a Wizard in an antimagic field has bigger things to worry about). |
| Phrennzy10-23-07, 03:14 PM | Ability boosters should never be made in odd numbers. If for no other reason, the bookkeeping alone is worth keeping to even numbers. |