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DMG2 Riding Boots, prereq feats, and the CW Cavalier PrC
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<blockquote data-quote="Hypersmurf" data-source="post: 2641453" data-attributes="member: 1656"><p>Huh? </p><p></p><p>The gloves grant a +2 enhancement bonus to Dexterity.</p><p></p><p>Being an elf grants a +2 racial bonus to Dexterity.</p><p></p><p>You're claiming that one of those changes your 'actual score', and the other doesn't. </p><p></p><p>Both of them increase your Dexterity score by two points. Not your 'effective Dexterity score for certain purposes'; they are both simply a bonus to an ability score.</p><p></p><p>In the absence of rules to the contrary, how can they behave differently to each other?</p><p></p><p></p><p></p><p>Absolutely. And while that temporary score applies, it is the 'actual score'. Once it stops applying, the other score is your 'actual score'.</p><p></p><p>Let's say I have a non-humanoid creature with an Int of 2. I cast Fox's Cunning on it; it now has an Int of 6.</p><p></p><p>What penalty does someone take when they attempt to feint it? -4, or -8?</p><p></p><p><em>Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it’s even harder; you take a –8 penalty. Against a nonintelligent creature, it’s impossible.</em></p><p></p><p>Likewise the Glossolalia spell from XPH:</p><p></p><p><em>The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell’s area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9). </em></p><p></p><p>Is the creature affected? What if it's an Int 8 half-orc, who under the Fox's Cunning spell has an Int of 12 - is he shaken or dazed on a failed save?</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 2641453, member: 1656"] Huh? The gloves grant a +2 enhancement bonus to Dexterity. Being an elf grants a +2 racial bonus to Dexterity. You're claiming that one of those changes your 'actual score', and the other doesn't. Both of them increase your Dexterity score by two points. Not your 'effective Dexterity score for certain purposes'; they are both simply a bonus to an ability score. In the absence of rules to the contrary, how can they behave differently to each other? Absolutely. And while that temporary score applies, it is the 'actual score'. Once it stops applying, the other score is your 'actual score'. Let's say I have a non-humanoid creature with an Int of 2. I cast Fox's Cunning on it; it now has an Int of 6. What penalty does someone take when they attempt to feint it? -4, or -8? [i]Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it’s even harder; you take a –8 penalty. Against a nonintelligent creature, it’s impossible.[/i] Likewise the Glossolalia spell from XPH: [i]The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell’s area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9). [/i] Is the creature affected? What if it's an Int 8 half-orc, who under the Fox's Cunning spell has an Int of 12 - is he shaken or dazed on a failed save? -Hyp. [/QUOTE]
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DMG2 Riding Boots, prereq feats, and the CW Cavalier PrC
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