Author Topic: Items - Belt of Stability  (Read 2371 times)

kenpen

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Items - Belt of Stability
« on: September 18, 2008, 01:42:15 PM »
Does the +2 to Mind-Affecting from this item get included in the scripted [will] roll? I've been rolling a bunch w/ just it on, trying to figure it out, but it doesn't seem to be.

Trying to determine how well I can resist certain unsavory mind-affects now. ;)

EO

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Re: Items - Belt of Stability
« Reply #1 on: September 18, 2008, 01:44:52 PM »
Since it's a save vs mind-affecting, it's not a bonus to will. It's for will saves against mind-affecting spells/abilities. So, no, it wouldn't be included in your [will] roll.

Bad_Bud

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Re: Items - Belt of Stability
« Reply #2 on: September 18, 2008, 07:30:30 PM »
Further, it does not protect against fear auras or even certain spells such as hammer of the gods, because those are not mind affecting "spells".

(even though immunity to mind affecting spells is hardcoded to prevent both of those from affecting you)

ethinos

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Re: Items - Belt of Stability
« Reply #3 on: September 18, 2008, 08:40:05 PM »
I get the full +4 (+2 plus +2) when saving versus fear.

+2 save vs fear
+2 save vs mind-affecting
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Bad_Bud

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Re: Items - Belt of Stability
« Reply #4 on: September 18, 2008, 09:03:55 PM »
I only get the +2 when saving vs. a fear aura.  Are you sure you aren't wearing a second item, or maybe 1.69 changed it?

ethinos

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Re: Items - Belt of Stability
« Reply #5 on: September 18, 2008, 09:10:30 PM »
Always worked before the 1.69 patch.

Will -> Mind-affecting -> Fear

They are all related, but they just get more specific. I only lose +2 when I fail a Fear save, and that's 'cause being under the affect of Fear causes a -2 to your saves.
Torgan Ironshield: Battlerager and smith
Wirth Darmington II: Roguish noble
Kurgh: A simple herdsman

Ruxandra

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Re: Items - Belt of Stability
« Reply #6 on: September 18, 2008, 10:50:45 PM »
I get the full +4 (+2 plus +2) when saving versus fear.

+2 save vs fear
+2 save vs mind-affecting

This isn't exactly correct. You get it against *some* fear (notably the spell kind). NWN's default modifiers are very badly adjudicated vs pen and paper D&D. Many effects are not properly labeled as can be seen playing with modifiers or a Slippery Mind feat. Default auras for creatures are missing mind-affecting labels so modifiers  aren't affecting their saves and Slippery Mind doesn't fire (dragon/creature fear auras/abilities notably ignore it) and many spells are missing proper tags (+vs mind-affecting won't work vs hold spells).

In short, the belt won't work the way you think it should (the right way) vs most encounters it should come into play, giving you only +2 instead of the proper +4.

This is usually the main reason why Slippery Mind is deemed a waste of a feat as many an annoyed rogue has cussed it out as it doesn't fire vs that dragon aura or wizard's hold person spell (although hold X might have been fixed in 1.69, too lazy to look).
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ethinos

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Re: Items - Belt of Stability
« Reply #7 on: September 19, 2008, 08:49:07 PM »
I can double check, but I've always been receiving a +4 from the belt vs mummy fear auras, which is why I got it in the first place.
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Kurgh: A simple herdsman

Helaman

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Re: Items - Belt of Stability
« Reply #8 on: September 19, 2008, 11:02:17 PM »
My one seemed broken... i checked the save rolls again and again and there was no benefit so I sold it to Murnu... that was 5-8 months ago

And Otake, Wulfgang Eberhardt, Aesin, Humiko, Bonereaver, Anthrania + whatever concept I am playing with...

kenpen

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Re: Items - Belt of Stability
« Reply #9 on: September 19, 2008, 11:36:37 PM »
Does "mind affecting" include psionics?