Hat of Difference

<img>



 
 
 
Enc: -
IS: Cloth
Aura: -
XP: 1k
GP: 8k
-
-
-
-
DMG

When this dweomered chapeau is donned, the
wearer is able to assume the role of a character of any profession different
from that he or she actually follows.

This magical headgear
only empowers assumption of 1st-level ability, but as long as it is
worn, the possessor is able to act as a member of the named profession.
Any experience thus gained is in the assumed role only, but it is
cumulative, so if in several wearings the individual actually goes to
2nd level, then he or she will retain that level whenever adorned with
the hat and desiring to assume the different profession. Such progress
may continue indefinitely, but if the hat is discarded, lost or
stolen, or not within a one-mile radius of its owner for any 24-hour period,
then all experience in the different profession is likewise lost.
The hit points of the character are always those actually possessed,
just as all ability scores are those of the actual character.
 

Q: If a fighter wearing a hat of difference
chose to be a magic-user and
memorized spells, would he lose
any spells carried if he removed the
hat to engage in combat?

A: Yes. Once the hat is removed, the
wearer ceases to be anything except his
normal profession. The character remembers
none of the functions of the assumed
class. When the hat is put back on, the
character must memorize spells all over
again, subject to the normal restrictions on
rest and daily spell loads.
(117.54)
 

Q: Does the hat of difference also
give the wearer the power to become
more than one class? For example,
suppose a fighter puts on the
hat and becomes a magic-user. He
runs out of spells, then comes to a
wall and becomes a thief to climb it.
He escapes, only to find that he is in
front of a pit, so and becomes a barbarian
to jump it. Is there no limit
on the number of uses?

A: Assuming that the character meets the
requirements of all those classes, the usage
you describe is perfectly correct.

There is no limit to the number of times a
character can change class. Experience is
accumulated in each of the classes for
activities performed while using the hat,
so bookkeeping can become a bit of a
chore for a character with several "personas."
Remember that all restrictions for
each class apply normally, so your fighter
must have the time to memorize spells
from a spell book carried with him in
order to make proper use of a spellcaster
persona. Therefore, setting up the adventure
to use the spellcasting persona first is
a good plan, unless the character also has
a magic item that only mages can use.
(117.54)
 

Q: The book says that a character can
assume any profession with a hat of
difference. Does the power of the
hat supersede the class restrictions
based on alignment, race, and ability
score minimums required?

A: No, on all counts. The hat merely allows
the character to pursue a different profession;
it does not bypass class requirements.
If the character does not have what
it takes to pursue the desired class, the hat
does not provide it. For example, an ugly
dwarf could not become a paladin or a
magic-user simply by wearing the hat —
neither class is open to dwarves, and the
character doesn't have the charisma
needed to be a paladin in the first place.
Likewise, a chaotic-evil fighter cannot use
a hat of difference to become a druid;
spells would not be granted to an evil
character.

A human fighter could use the hat to
operate as a mage, however, assuming he
met the intelligence requirement. The
character would have to acquire a spell
book before spell-casting would be possible,
and spells would have to be memorized
normally. Armor could not be worn,
and weapon use would likewise be restricted
according to the magic-user class
while the hat was in use. All fighting
would be done on the magic-user "to hit"
table, not that of the fighter, and saving
throws would be those of a magic-user as
well.
(119.76)
 
 




*template****template*