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*Pathfinder & Starfinder
Altering stat-boosting magic items
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<blockquote data-quote="Hawken" data-source="post: 5049302" data-attributes="member: 23619"><p>Then why bother? There are already magic items out there that boost skills and saving throws. You're not adding anything new or more efficient/simple or solving a problem. There are already rules out there for combining magical effects (skill bonuses + saving throw bonuses). That may be a neat idea just automatically pricing at the same cost as a stat-boosting item, but then you render the individual skill bonus items and save bonus items worthless. </p><p></p><p>Why get boots that give +5 to Climb for 2,500gp, when I can get something that gives me +2 to Climb, Swim, and Jump and Fort saves for 4,000gp. --Presuming you mean for all stats to provide a save bonus (Str/Con for Fort; Int/Dex for Ref, Wis/Cha for Will) just to keep things evenly valued and to prevent only Dex, Con and Wis items being made (why would someone buy a Str item that doesn't boost Str and doesn't get a save modifier when they could buy a Dex item that modifies more skills AND a saving throw for the same price?). </p><p></p><p>The easiest way to do what you're wanting to do is just have the bonus apply to everything that the stat affects, rather than modify the stat itself. The only exception being items that affect saving throws, in that case, half the listed bonus applies, otherwise Resistance items become devalued.</p><p></p><p>Example: </p><p>Hawken the Elven Ranger of Awesomeness has Con 16. He finds Kerrick's Belt of Healthiness +4. Rather than actually increasing his Con to 20, the belt does the following:</p><p>**+4 HP/level.</p><p>**+4 bonus to Constitution based ability and skill checks.</p><p>**+2 bonus to Fort saves. </p><p></p><p>What about ability score loss/drain/damage? Well, that's easy enough to remedy and in a way that works as well or better than actually increasing the ability score. Whenever the wearer of a stat boosting item is subject to any effect that would reduce the modified ability score, the magic item negates the first number of points lost in a 24hr period equal to the full amount of the bonus it provides. </p><p></p><p>Example: Sadrik the Assassin poisons Hawken who fails his Fort save (very bad roll of the dice). Hawken rolls d6 Con damage and gets a 6 (the dice hate Hawken today). Because of Hawken's belt (see above example), Hawken only loses 2 pts of Con, dropping from a 16 to a 14 while the belt negates the first 4 points of the poison. Now, 9 rounds later, Hawken has to make another save, but the belt can't negate any more Con damage until the next day.</p><p></p><p>Now, what about items that boost the primary stat of a spellcaster? That solution is simple too. For a +2 item, a spellcaster is able to cast/prepare 1 extra bonus spell (as if his stat WERE higher). This extra spell is of 1st or 2nd level (whatever the caster has access to). For a +4 item, the caster gets the benefits of a +2 item, but also gets a second bonus spell of either 3rd or 4th level that they can cast each day. For a +6 item, the caster gets the benefit of a +4 item, but also gets to a third bonus spell of either 5th or 6th level that they can cast each day. Again, these bonus spells are gained only if they can cast spells of those levels. So, a 1st level character that somehow gets a +6 item, would have to gain many levels to get the full benefit of the item, as far as spellcasting goes, but would still gain a bonus 1st level spell each day.</p><p></p><p>You could even change the bonus spells to:</p><p>+2 item: 1st-3rd level bonus spell</p><p>+4 item: 4th-6th level bonus spell</p><p>+6 item: 7th-9th level bonus spell</p><p></p><p>Whatever you like. You're getting fewer bonus spells this way, but that is mitigated somewhat by being able to select on a daily basis what level of bonus spell(s) you want. Also, it provides a static benefit, rather than a +4 hat giving a wizard X amount of bonus spells while the same hat gives a different wizard Y amount of bonus spells.</p></blockquote><p></p>
[QUOTE="Hawken, post: 5049302, member: 23619"] Then why bother? There are already magic items out there that boost skills and saving throws. You're not adding anything new or more efficient/simple or solving a problem. There are already rules out there for combining magical effects (skill bonuses + saving throw bonuses). That may be a neat idea just automatically pricing at the same cost as a stat-boosting item, but then you render the individual skill bonus items and save bonus items worthless. Why get boots that give +5 to Climb for 2,500gp, when I can get something that gives me +2 to Climb, Swim, and Jump and Fort saves for 4,000gp. --Presuming you mean for all stats to provide a save bonus (Str/Con for Fort; Int/Dex for Ref, Wis/Cha for Will) just to keep things evenly valued and to prevent only Dex, Con and Wis items being made (why would someone buy a Str item that doesn't boost Str and doesn't get a save modifier when they could buy a Dex item that modifies more skills AND a saving throw for the same price?). The easiest way to do what you're wanting to do is just have the bonus apply to everything that the stat affects, rather than modify the stat itself. The only exception being items that affect saving throws, in that case, half the listed bonus applies, otherwise Resistance items become devalued. Example: Hawken the Elven Ranger of Awesomeness has Con 16. He finds Kerrick's Belt of Healthiness +4. Rather than actually increasing his Con to 20, the belt does the following: **+4 HP/level. **+4 bonus to Constitution based ability and skill checks. **+2 bonus to Fort saves. What about ability score loss/drain/damage? Well, that's easy enough to remedy and in a way that works as well or better than actually increasing the ability score. Whenever the wearer of a stat boosting item is subject to any effect that would reduce the modified ability score, the magic item negates the first number of points lost in a 24hr period equal to the full amount of the bonus it provides. Example: Sadrik the Assassin poisons Hawken who fails his Fort save (very bad roll of the dice). Hawken rolls d6 Con damage and gets a 6 (the dice hate Hawken today). Because of Hawken's belt (see above example), Hawken only loses 2 pts of Con, dropping from a 16 to a 14 while the belt negates the first 4 points of the poison. Now, 9 rounds later, Hawken has to make another save, but the belt can't negate any more Con damage until the next day. Now, what about items that boost the primary stat of a spellcaster? That solution is simple too. For a +2 item, a spellcaster is able to cast/prepare 1 extra bonus spell (as if his stat WERE higher). This extra spell is of 1st or 2nd level (whatever the caster has access to). For a +4 item, the caster gets the benefits of a +2 item, but also gets a second bonus spell of either 3rd or 4th level that they can cast each day. For a +6 item, the caster gets the benefit of a +4 item, but also gets to a third bonus spell of either 5th or 6th level that they can cast each day. Again, these bonus spells are gained only if they can cast spells of those levels. So, a 1st level character that somehow gets a +6 item, would have to gain many levels to get the full benefit of the item, as far as spellcasting goes, but would still gain a bonus 1st level spell each day. You could even change the bonus spells to: +2 item: 1st-3rd level bonus spell +4 item: 4th-6th level bonus spell +6 item: 7th-9th level bonus spell Whatever you like. You're getting fewer bonus spells this way, but that is mitigated somewhat by being able to select on a daily basis what level of bonus spell(s) you want. Also, it provides a static benefit, rather than a +4 hat giving a wizard X amount of bonus spells while the same hat gives a different wizard Y amount of bonus spells. [/QUOTE]
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