Hat of Difference
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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)
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