Headband of ponderous recollection


Rules Questions


Headband of ponderous recollection:
Aura moderate divination and transmutation; CL 8th
Slot headband; Price 5,100 gp; Weight 1 lb.
DESCRIPTION

This black leather headband has two small amber gemstones set so they rest on the wearer’s forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill.

As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer’s mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.

How exactly does this thing work?

As I'm reading it , the wizard looks at the thing and lets say he has +10 knowledge and the DC to identify the thing is 20.

Round 1: Staffy the wizard tries to ID it the old fashioned way. He rolls a d20, gets a 10, so now knows what it is and one useful thing. On this round he also cranks on the headband. The headband tries to remember what it is, and as per its ability it rolls a 5. The headband wishes it could scratch itself in contemplation.

Round 2: The Headband rolls a 10. It identifies the critter. Since i'm not a twit, I won't have it give the same piece of useful info that the wizard discovered.

Round 3: And this is where I think I hit disagreement with the player. The headband has an effective roll of 15. The way I'm reading it, its the same knowledge check as rounds 1 2 and 3, its just higher. So it gives out one more piece of info. It could also be read as a seperate roll of 15, in which case it would be two more pieces of useful info.

The Exchange Owner - D20 Hobbies

It's skill points are locked to a knowledge skill.

3 times per day you get the info spread out over 3 points (this turn and the two next turns). You get all weaknesses and abilities available from the GM as if you made a 5 on the die, a 10 on the die, and then finally a 15 on the die. The GM will give you whatever info they are permitted on the rolls, but the 2nd and 3rd roll (10 and 15) are only "one more" piece of data if the first succeeded. Otherwise they may reach the first success if you have low ranks.

Your round 1-3 analysis, the only difference is that I'd suggest not allowing the initial roll in round 1. You can't roll a knowledge check twice on a creature, and the point of this item is '3 times a day' you get good rolls on a knowledge check. The bad part is that it is spread out over rounds.

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