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General Tabletop Discussion
*Pathfinder & Starfinder
Inherent abilities in place of gear?
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<blockquote data-quote="Shin Okada" data-source="post: 4573493" data-attributes="member: 1956"><p>Right. But on the other hand, the PC can't freely swap item of that slot to another one. MIT P.218 clarifies that only the first worn item confers its magical abilities upon wearer. So, for example, when he has a scribed magic tattoo which occupies a head slot, he can't use the power of a magic helmet, because the tattoo is clearly the "firs worn" one.</p><p></p><p>It can't be sold for buying better items, also.</p><p></p><p>And in overall, in most campaigns, those differences will be very insignificant, I guess. Sundering opponent's items, especially something not held, rarely saves one's life and usually a very bad tactical choice. Regarding theft, if someone can steal experienced adventurer's gear, that one can do much nastier thing to that character.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 4573493, member: 1956"] Right. But on the other hand, the PC can't freely swap item of that slot to another one. MIT P.218 clarifies that only the first worn item confers its magical abilities upon wearer. So, for example, when he has a scribed magic tattoo which occupies a head slot, he can't use the power of a magic helmet, because the tattoo is clearly the "firs worn" one. It can't be sold for buying better items, also. And in overall, in most campaigns, those differences will be very insignificant, I guess. Sundering opponent's items, especially something not held, rarely saves one's life and usually a very bad tactical choice. Regarding theft, if someone can steal experienced adventurer's gear, that one can do much nastier thing to that character. [/QUOTE]
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Community
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Inherent abilities in place of gear?
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