| Ravingdork |
When I pick up Spell Mastery, does my headband of vast intelligence effect how many spells I can choose? If so, what happens when I remove the headband? What happens when I put it back on?
If I get the feat, then several levels later up my Intelligence to an even number, do I get another mastered spell?
| Mistwalker |
I would treat Spell Mastery just like languages and skills where the headband is concerned. Once a specific "spell" has been mastered by the headband, it is always that specific spell, even if another character puts on the headband.
If you intelligence goes up enough to increase your Intelligence modifier, then you get another mastered spell. This is similar to gaining the extra skill points and languages what you get when your Intelligence modifier goes up.
| David Thomassen |
I believe that Mistwalker is correct, See here. I would mark which spell is known due to the extra Int of the Item, so there is no issue if you loose access to the bonus.
| wombatkidd |
I went to ask this question, did a quick search first, and found out that I had already asked it.
Does anyone know anything more on the matter?
Since all bonuses are retroactive, there's no reason not to allow it. I would also let you pick a different spell each time you attune to the headband, just like you actually can pick new sills every 48 hours with it if you attune yourself to it, unattainable yourself, then spend 24 hours to attune with it again. It's completely useless to do so in most cases, but nothing stops you.
| Kaisoku |
Ravingdork wrote:Since all bonuses are retroactive, there's no reason not to allow it. I would also let you pick a different spell each time you attune to the headband, just like you actually can pick new sills every 48 hours with it if you attune yourself to it, unattainable yourself, then spend 24 hours to attune with it again. It's completely useless to do so in most cases, but nothing stops you.I went to ask this question, did a quick search first, and found out that I had already asked it.
Does anyone know anything more on the matter?
Actually, the skills provided by the headband are set on creation, according to the rules. I'd probably have the Spell Mastery work the same way (if it was not decided on creation, then it's set the first time it's chosen).
Makes things a little easier for keeping track.
Diego Rossi
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Ravingdork wrote:Since all bonuses are retroactive, there's no reason not to allow it. I would also let you pick a different spell each time you attune to the headband, just like you actually can pick new sills every 48 hours with it if you attune yourself to it, unattainable yourself, then spend 24 hours to attune with it again. It's completely useless to do so in most cases, but nothing stops you.I went to ask this question, did a quick search first, and found out that I had already asked it.
Does anyone know anything more on the matter?
For ease of bookkeeping Paizo developers have decided that the skill are hard-wired to the headband (as suggested look the Headband of vast intellect).
Ioun stones are exceptions as they haven't a hard-wired skill. You still need to have them active for 24 hours to get the bonus.A question about what you people do in your games:
you allow the user to remove the headband for a few minutes without needing 24 hours to re-bond it?
For example for the time to take a shower, cut your hairs and similar activities.
Alternative personal rule:
I greatly prefer to option to have them linked to the characteristic increase in a permanent way to avoid shenanigans with headbands with different skills (it is not useless wombatkidd if you have the money. Headband with diplomacy at home, survival when in the field for example, or different craft skills).
My methods is that after 24 hours of wearing a headband the increase in intelligence is considered part of your character.
You can then chose the new skills you have learned (and spells with spell mastery if appropriate). You mark those skill to show that they are available only when you benefit for intelligence X (where X is the increased intelligence with the headband).
When you have intelligence X or more (through a headband, ioun stone or level increase in your stat) those skills are available, if your intelligence drop lower those skills are unavailable but you can't change them the same.
That way games like "Now I know ancient history, in 24 hours I will know geography" and allow people to chose multiple skills instead of having one specific skill maximized.
It then avoid strange effects where a Headband of vast intellect made at the time of the Thassalonian and granting Knowledge Royalty give you the knowledge of today rulers and nobles but not that of Thassalonic rulers.
| HappyDaze |
Correct. All bonuses are retroactive, so if your Intelligence increases, you do indeed gain additional Spell Mastery spells. Treat these bonuses the same way you treat bonus skill ranks and bonus languages granted by intelligence increases in your game.
Skills are gained with an Int increase, but I don't think that additional starting languages are gained, nor would a wizard/magus gain extra 1st level spells in his/her spellbook. If there is a rules quote to the contrary, a link would be appreciated.
Diego Rossi
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Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Here in the Glossary.
It is one of those rules in a weird location.Actually my personal rule is in line with this.
About languages I think you can't get more bonus languages that those listed under your race and/or starting class. So an halfling, whose race has only 4 possible bonus languages, even with intelligence 20+ will still have only 4 bonus languages unless he get them from his class.
The interpretation if they increase or not with an increase in intelligence is debatable as its description say "The number of bonus languages your character knows at the start of the game. "
Wizard (and others) spells:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
While the wizard get extra spells for a initial higher intelligence, his speelbook isn't directly tied to his intelligence score.
So raising or lowering his intelligence don't change what is written in his spellbook.Raising his intelligence can allow him to comprehend something he failed to grasp while learning the ropes (and is depicted by the increase to his spellcraft skill bonus, used to learn spells) but will not automagically copy some spell in his spellbook.
| Ravingdork |
Correct. All bonuses are retroactive, so if your Intelligence increases, you do indeed gain additional Spell Mastery spells. Treat these bonuses the same way you treat bonus skill ranks and bonus languages granted by intelligence increases in your game.
How do bonus spells to your spellbook or languages work exactly?
Both of them state that you only get them "at the start of play." Doesn't that mean that you won't get them for later increases?
Also, would those languages, spell mastery spells, and bonus spells all be set by the headband similar to the way the skills are set? If so, that makes it a REALLY complex item!
What if the headband granted ranks in linguistics? Does the creator have to choose 20 languages it grants, and in which order they are granted?
| HappyDaze |
Also, would those languages, spell mastery spells, and bonus spells all be set by the headband similar to the way the skills are set? If so, that makes it a REALLY complex item!
What if the headband granted ranks in linguistics? Does the creator have to choose 20 languages it grants, and in which order they are granted?
While it's certainly not RAW, I would recommend that these be fixed to the character,not the item. Each character's mind has a certain growth potential that the item can unlock, but such skills, languages, etc. are not actually inherent to the item. This means that each character should have a note on what they gain with their first three (or more) Intelligence increases. It only really needs to be made the first time Int hits that level for more than 24 hours, but when it does, write it down so that it stays consistent for future Int increases.
Diego Rossi
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Ravingdork wrote:While it's certainly not RAW, I would recommend that these be fixed to the character,not the item. Each character's mind has a certain growth potential that the item can unlock, but such skills, languages, etc. are not actually inherent to the item. This means that each character should have a note on what they gain with their first three (or more) Intelligence increases. It only really needs to be made the first time Int hits that level for more than 24 hours, but when it does, write it down so that it stays consistent for future Int increases.Also, would those languages, spell mastery spells, and bonus spells all be set by the headband similar to the way the skills are set? If so, that makes it a REALLY complex item!
What if the headband granted ranks in linguistics? Does the creator have to choose 20 languages it grants, and in which order they are granted?
Actually it is RAW:
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Beside the headband skills nowhere it say that they come from the item.
| Helic |
I always thought the '24 hour bonus' was more theoretical than practical to acquire. Are you actually going to be able to sleep with an 'elaborate crown' on your head? Belts are a bit more practical, but only a bit - kinda like sleeping in armor, especially if you use a belt for one of its other purposes - holding scabbards and pouches and the like that you might want to remove. The Ring of Sustenance is about the only item that sorta passes the reality check in this regard.
The purpose of the rule is to prevent item hot-swapping, of course, but I think that could be achieved in a more reasonable fashion. I'd say once you attuned an item (24 hours of wearing, do-able if a bit of a pain), you could take it off without losing the effect so long as you didn't go for 24 hours without it. If you put on some OTHER magic device in the slot, you blow your attunement entirely.
| Gauss |
There was a FAQ on this, the answer is yes, you gain a bonus language when your intelligence modifier increases.
Intelligence: If my Intelligence modifier increases, can I select another bonus language?
Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language.
Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks).