| Post/Author/DateTime | Post |
|---|---|
| vegeta783503-01-05, 04:41 PM | Ok, I think this should be some pretty simple questions. 1) What do the spells actually increase when they increase a stat? I mean, strength and dexterity are obvious--increasing accuracy and skills related to those (with Bull's Strength adding to damage too/dexterity to reflex saves). However, my question comes with the other stats too. Does boosting constitution give you bonus hit points (I would think so)? If so, do the hit points come off first like temp HP, or does it work like the Rage ability and just allow you to hang on longer, coming off your total last? Also, I wouldn't think that Wis and Int boosting spells would allow you to go and pick out new bonus spells when you cast the spell, so what would it do (besides the will save)? I also wouldn't think you would get any additional skill points from this spell--that would be crazy. :D 2) A similar question. When you have the gear that boosts your stats (like gloves of giants strength) it gives you the benefits of the spell cast (like above). However, if you never take the gear off, like the +2 Intelligence gearfor example, you are technically smarter all of the time. Would that give you bonus spells if you wear the gear non-stop? What would happen if someone took it off of you? Also, would it give you bonus skill points when you level up? Thank you all so much for clearing up the confusion for me. I really appreciate it! :D |
| Ace-High03-01-05, 10:44 PM | 1) The Stat increases would affect everything relating to that stat, including skill checks. We can break it down a bit: STR: Melee attack bonus and damage. DEX: Ranged attack bonus, Reflex save, Initiative, Dex AC bonus. CON: Max HP would increase (2/Clev), Fort save. Note that the HP gain would increase your current HP as well, but you lose these HP when the spell ends. INT: DC of spells if casting as a Wizard. It would not increase your number of spells/day. WIS: DC of spells if casting as a Cleric, Druid, or Paladin. Will save. CHA: DC of spells if casting as a Sorc or Bard. I may have missed one or two things, just remember that any stat change affects anything related to that stat. This is really nasty when it comes to Polymorph or Shapechange. 2) If you wear the gear non-stop, as you say, yes you would gain bonus spells. You would also immediately lose them should the gear be taken off. |
| sorvikcorsair03-01-05, 10:49 PM | I can't find it atm, but I believe it is you must wear the gear 1 month (game time) before leveling for the bonuses to take place as far as bonus spells and skills. |
| Nom03-01-05, 11:31 PM | What do the spells actually increase when they increase a stat?Except as explicitly stated, everything. Increased Con gives you extra fully healed (and usually current) HP, increased Wis gives you extra bonus spells per day, and so on. There are three catches. (1) Skill points at level up are explicitly excluded from the headband of intellect, and they never instantaneously change when Int is modified. Fox's cunning won't change skill points either, since you typically level up "during" downtime and fox's cunning only lasts a few minutes. (2) Most people rule that extra spell slots are not available until you prepare them. None of the spells last anything like the 8+ hours you need to prepare spells slots. Permanent boosters will work just fine. Remove the booster, you lose the slots. Some people rule permanently, but others rule until the booster is replaced (eg me). Note that the precedent is that uncast spells are lost first. (3) A similar issue applies to X/day abilities (eg turn undead). I generally rule that the bonus must apply when the X/day ability refreshes, and when used. Even if you rule that the bonus applies immediately, unused instances should be lost first. eg: A cleric with Cha 18 (including +4 enhancement) can turn 7 times per day. If he makes 4 turning attempts then loses the bonus, he can now turn 5/day, or only 1 more time. |