Linguistics and Headband of Vast Intelligence (Linguistics)


Rules Questions

Grand Lodge

Let's say I have five hit dice and I've got five ranks in Linguistics so I know languages A, B, C, D, and E. Then I find a headband with linguistics skill and it knows languages V, W, X, Y, and Z.

What languages can I speak after I put it on?


Pathfinder Maps Subscriber

Languages A, B, C, D, and E.

You certainly don't "forget" any of the languages you already know.

How are you getting that the headband knows languages V, W, X, Y, and Z ?
As far as I know, the ranks granted by the headband do not come with a language. They are not a rank that you have put into the linguistics skill and don't trigger you learning another language.


To start with;

Headband of Vast Intelligence wrote:
These ranks do not stack with the ranks a creature already possesses.

So if you only knew Common, you would gain V, W, X, Y, and Z.

Also;

Headband of Vast Intelligence wrote:
After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice.
Linguistics wrote:
Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) are listed below.

Its ambigous enough in its wording that if you try to be particularly anal about the wording that you could read it either way.

Ie, does "granting ranks" count as "puting a rank" in yourself.

I would be inclined to say yes myself, however those specific words are not further defined (and why would they be?) by the developers that someone could argue that they are not the same thing :p

Dark Archive

This is how I understand it as per RAW.

Each skill point added to Linguistics provides another language.

Headband of Intelligence has (read as "should" if your GM is on top of things) an associated skill and language for every +2 it has.

So, a Headband of Intelligence +2 assigned to Linguistics would be a waste for a character with max points in Linguistics already. Though the character would still have the extra language assigned with the item. Your example above would have languages A, B, C, D, E, and F (F granted by the headband).

If the character had 0 skill points into Linguists, then 5 additional languages could be learned above the language assigned to the headband. It'll be up to the GM to allow whether those 5 languages are allowed to be selected by the player.

In the end, any combination of Linguistics skill points + Headband with Linguistics would net the character a total of 6 languages from these 2 sources.

Hope that all makes sense.

Grand Lodge

SlimGauge wrote:
As far as I know, the ranks granted by the headband do not come with a language. They are not a rank that you have put into the linguistics skill and don't trigger you learning another language.

It has to come with an associated language (disregarding linguistics for now, just talking about the +2 int). It's in int increase so it grants an extra language. Because it comes with a language, the headband has to have an "assigned" language. If it did not have an assigned language, then the character could forget/learn a new language every time they took it on/off (not including the 24 hour "permanency" rule).

By extension the above also applies to a headband that comes with the linguistics skill.


That sounds more like a balance argument than a rules argument. Do you have any rules argument that headbands come pre-loaded with languages?


I don't know if it's RAW, but the FAQ has this:

FAQ wrote:

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).


Pathfinder Maps Subscriber

Since headbands come in +2, +4 and +6, how does one get languages V, W, X, Y, and Z ?

At best, you'd get three, not as many as you have hit dice.


SlimGauge wrote:

Since headbands come in +2, +4 and +6, how does one get languages V, W, X, Y, and Z ?

At best, you'd get three, not as many as you have hit dice.

If I am level 5 and I put on a +2 headband, then the headband gives me +2 Int, which gives me another skill rank per level. Put them all in Linguistics and you get 5 extra languages from the 5 skill ranks.

Thats the premise, at least.


Pathfinder Maps Subscriber

The FAQ says

If I wear a headband of vast intelligence, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?

No. The skill associated with the magic item represents the “retroactive” skill ranks you’d get from the item increasing your Intelligence. You don’t get the item’s built-in skill ranks and another set to assign however you want.

So you get the items built-in ranks, and again, those are not ranks that YOU put into the linguistics skill, they are ranks you got from an item.


SlimGauge wrote:
So you get the items built-in ranks, and again, those are not ranks that YOU put into the linguistics skill, they are ranks you got from an item.

Yes, but each of those ranks has a language you can pick: So the question is: do you

#1 record languages 1-20 that the headband knows ahead of time
or
#2 every time you put it on, the wearer gets to pick his HD in languages he learns.
Then
If it's #1, how do the preset languages interact with characters known languages if the character already has ranks in the skill. Linguistics is unique as it give a benefit other than rank: a language. So even if ranks don't stack, there is no ruling on 'languages gained' stacking.

Shadow Lodge

I'd go with preset languages and if they overlap with the user's existing languages, oh well.

There may not be an explicit statement that languages attached to a headband of Int don't stack, but it seems reasonable to rule it similarly to skills.


Yup, preset languages.

If a character crafts a headband, say at level 5, does he get to choose those preset languages for all 20 ranks?


@SlimGauge you missed my point, and I could have worded it better.
Say you had no ranks in Linguistics, you spoke only Common, and then you put on a +2 Headband of Vast Intillect keyed to Linguistics.

When I put on the +2 headband, the headband then gives me +2 Int, And it gives me another skill rank per level in a preset skill, in this case Linguistics. Once you have those ranks in Linguistics (from the Headband) you get 5 extra languages from the 5 skill ranks (that you gained from the Headband).

Refer to my above post;

Gobo Horde wrote:

Its ambigous enough in its wording that if you try to be particularly anal about the wording that you could read it either way.

Ie, does "granting ranks" count as "puting a rank" in yourself.
I would be inclined to say yes myself, however those specific words are not further defined (and why would they be?) by the developers that someone could argue that they are not the same thing :p

Again, very specific reading of the abilities could yield contradictory answers. The problem is that "granting ranks" and "put a rank" are not clearly defined by the developers, and why should they be? This is a very corner case using very generic words and the developers can hardly spell out and define every single word usage. Compounding that is the fact that there could be multiple writers using different verbage.

Now the crux of the argument. "You." Do you only gain the bonus languages if you, yourself, and only yourself put/place/spend a skill rank?

On the flip side if an item is in your posession, and has been for an extended period of time, is it considered a part of "You", collectively, as in all of you and everything that makes up "Your" character and not just your flesh and blood body? To take it a step further if you gained a feat that granted you extra skill ranks, would it qualify as "You" spending the skill rank? What about a Class Ability?

If the items you wear are included in the collective known as "You" then it is reasonable to come to the conclusion that "Your item granting you Skill Ranks" qualifies for the Requirement of "You putting in a Skill Rank."

But that aside, I like the third alternative better.
That the developers wrote 2 seperate abilities with little anticipation of them being used together and as such, wrote them with similar, but generic wording. This generic wording was written to get across the intent of, and facilitate the rest of the rules. This generic wording was left undefined because it was not intended to be the definitive wording on which the rules hang.
Therefore, I treat those words "loosely", conveying more broad meaning then their literal definition (for example; "Only He can wield the sword" would also include female characters, not just male characters).
In this case, my item Granting me a Skill Rank and me Putting in a Skill Rank mean loosely the same thing.

Sorry, I felt misunderstood and so I resorted to a very unambiguous explanation of my viewpoint :P


Pathfinder Maps Subscriber

Gobo, the OP states he already had five ranks in Linguistics. Putting on the headband gave him no additional ranks in linguistics (they don't stack), so he gained no additional languages from that.


Gobo Horde wrote:

To start with;

Headband of Vast Intelligence wrote:
These ranks do not stack with the ranks a creature already possesses.
So if you only knew Common, you would gain V, W, X, Y, and Z.

:(

Yup. You are correct, but if you have no ranks in Linguistics, you spoke only Common, and then you put on a +2 Headband of Vast Intillect keyed to Linguistics...
Do that then read my above post. In fact I am going to edit this into it. To be perfectly clear.


SlimGauge wrote:

Gobo, the OP states he already had five ranks in Linguistics. Putting on the headband gave him no additional ranks in linguistics (they don't stack), so he gained no additional languages from that.

Here's the thing. The ranks do not stack but they STILL gain the ranks. Usually, this wouldn't matter but as the others above have said, they think you get preset languages from the headband and nothing is said about those languages. Does the choice of language stack form the non-stacking ranks. This isn't answered.

So we all agree, you get no more ranks but that isn't the question raised.


Pathfinder Maps Subscriber

And I say you need to actually get more ranks to get the language that comes from getting more ranks. Oh, well, it's a corner case and we needn't agree on everything.


Seems to me that

1) you gain one additional language per +2 of the headband.

2) you gain a number of ranks in the headband skill equal to you hit dice.

3) the skill ranks gained from head band do not stack with your skill ranks.

So, I'm 5th level with five ranks in linguistics. I put on a +2 headband. I gain 1 language from being smarter (+2 to int) and that's it.

I continue adventuring and attain 6th level. I gain a rank in linguistics and therefore an additional language.

How the GM decides what that language is, is up to him.

Should I even bring up the tengu languages ability and it's interaction with the above?

The Exchange Owner - D20 Hobbies

claudekennilol wrote:

the headband has to have an "assigned" language.

headband that comes with the linguistics skill.

The assigned language works, and doesn't stack if you already speak that language.

In the same way, the ranks of the Linguistic in the headband won't stack. So you will retain your A, B, C, D, and E languages and won't benefit from V, W, X, Y, or Z in the headband.


SlimGauge wrote:
And I say you need to actually get more ranks to get the language that comes from getting more ranks. Oh, well, it's a corner case and we needn't agree on everything.

But you actually DO gain ranks. Ranks that don't stack are still ranks that were gained. The skill doesn't SAY you get a language "from getting more ranks" but "Whenever you put a rank into this skill, you learn to speak and read a new language". Getting more ranks that don't stack isn't covered.

And it's not so much agree or disagree, just that I see both sides and it seems you don't. The reason I started to post here was just to try to explain what the OP was asking. Myself, this is a big grey area that's undefined.

James Risner wrote:
So you will retain your A, B, C, D, and E languages and won't benefit from V, W, X, Y, or Z in the headband.

It isn't clear that "learn to speak and read a new language" falls under stacking. Even if it does, it's unclear how it works. For instance, a 5th level character with 3 ranks of linguistics puts on the headband and no languages in the headband are known. Does the character learn V and W. Y and Z. 2 random picks? How do you figure it out? It's all uncharted. We don't even know if the languages have a set order or you just learn one of the 20 when you learn a new rank [after all, all the languages would be put in the headband at creation so there isn't any inherent order]

Myself, I'd normally say no to getting the languages but find just letting them have them as a much easier solution as the other option is totally undefined.

Mulgar wrote:
Should I even bring up the tengu languages ability and it's interaction with the above?

Other races, like gnomes, have that too. Does the race trait mean there are 40 languages in the headband or do you take one from the headband and one from the character or both from the character...


Or do you consider language like:

Quote:
hey learn one additional language every time they put a rank in the Linguistics skill.

narrowly restrictive. If we're parsing language to a precise extent, having a skill rank given by a magic item is not the same as putting a rank in yourself, no?


_Ozy_ wrote:

Or do you consider language like:

Quote:
hey learn one additional language every time they put a rank in the Linguistics skill.
narrowly restrictive. If we're parsing language to a precise extent, having a skill rank given by a magic item is not the same as putting a rank in yourself, no?

So you're saying the item doesn't grant langages? I don't know of anyone's that's read it that way. It would solve the issues I guess.

Would you also say an ability that worked like Versatile Training that included linguistics wouldn't grant languages? It substitutes BAB for his ranks in these skills? Or are you making a distinction between magic items and character abilities?

As to the question you pose though, I don't see it as functionally different. The headband would be the "they" in the quote and it would have functionally put all 20 levels into linguistics when made so it gains 20 languages.


Pathfinder Maps Subscriber
graystone wrote:
SlimGauge wrote:
And I say you need to actually get more ranks to get the language that comes from getting more ranks. Oh, well, it's a corner case and we needn't agree on everything.
But you actually DO gain ranks. Ranks that don't stack are still ranks that were gained. The skill doesn't SAY you get a language "from getting more ranks" but "Whenever you put a rank into this skill, you learn to speak and read a new language". Getting more ranks that don't stack isn't covered.

In the OP's case, how many ranks did he have before he put on the headband ?

5
How many ranks does he have after he puts on the headband ?
5
How many ranks did he gain ? 5 - 5 = 0

I'm not saying that you NEVER gain a language from a headband (although that would avoid a lot of issues and satisfies Occam's Razor).


To further muddy the waters, what happens when you have one of those racial abilities that gives you 2 languages for every rank of linguistics?


The most sensible thing is to have no preset languages in the headband, but to lock you into your language choices when you first benefit from such a headband. That way you don't suffer from odd combinations of rules and people still can't take it off and on again to learn new languages.


graystone wrote:
_Ozy_ wrote:

Or do you consider language like:

Quote:
hey learn one additional language every time they put a rank in the Linguistics skill.
narrowly restrictive. If we're parsing language to a precise extent, having a skill rank given by a magic item is not the same as putting a rank in yourself, no?

So you're saying the item doesn't grant langages? I don't know of anyone's that's read it that way. It would solve the issues I guess.

Would you also say an ability that worked like Versatile Training that included linguistics wouldn't grant languages? It substitutes BAB for his ranks in these skills? Or are you making a distinction between magic items and character abilities?

As to the question you pose though, I don't see it as functionally different. The headband would be the "they" in the quote and it would have functionally put all 20 levels into linguistics when made so it gains 20 languages.

Yes, the headband is functionally 'they', so the headband grants the languages from linguistics. However, the headband is not a gnome, so the headband does not grant 'extra' languages from racial traits.

I could be persuaded otherwise, however.

In fact, I think Pathfinder tries to generally make it so that characters are equal if they have equal statistics. This is why they grant retroactive skill points, and so on.

So, characters with 20 skill points in linguistics, with a racial ability that doubles languages, should have the same number of granted languages whether or not those ranks are provided by a headband or by putting in skill ranks of their own.

That said, is the headband crafted with double the number of languages from the get go, and they only activate when the headband is worn by someone with such a trait or ability?

So I guess I'm on the fence on this one.

Shadow Lodge

Melkiador wrote:
The most sensible thing is to have no preset languages in the headband, but to lock you into your language choices when you first benefit from such a headband. That way you don't suffer from odd combinations of rules and people still can't take it off and on again to learn new languages.

That does seem like an easy way to handle it.


Weirdo wrote:
Melkiador wrote:
The most sensible thing is to have no preset languages in the headband, but to lock you into your language choices when you first benefit from such a headband. That way you don't suffer from odd combinations of rules and people still can't take it off and on again to learn new languages.
That does seem like an easy way to handle it.

Ah, but if you do this is it by person? If I take it off and player b then uses it does he get a new set of choices? That would only make sense if I took it off someone and get to do it. So that's mean every player could get a different set of languages and they can swap the headband around if they move to an areas that need different languages.

SlimGauge wrote:
graystone wrote:
SlimGauge wrote:
And I say you need to actually get more ranks to get the language that comes from getting more ranks. Oh, well, it's a corner case and we needn't agree on everything.
But you actually DO gain ranks. Ranks that don't stack are still ranks that were gained. The skill doesn't SAY you get a language "from getting more ranks" but "Whenever you put a rank into this skill, you learn to speak and read a new language". Getting more ranks that don't stack isn't covered.

In the OP's case, how many ranks did he have before he put on the headband ?

5
How many ranks does he have after he puts on the headband ?
5
How many ranks did he gain ? 5 - 5 = 0

I'm not saying that you NEVER gain a language from a headband (although that would avoid a lot of issues and satisfies Occam's Razor).

Nope, it's 5 + 5 [to a max 5] = 5. A 1/2 orc with Shaman’s Apprentice still gains Endurance as a bonus feat at 3rd level. the rules explain what happens when you gain the same feat more than once.

In the game, gain means you add something to your character. However, it doesn't infer/care about stacking. If you couldn't gain multiple non-stacking effects then why would you ever need the stacking rules? SO gaining things that don't stack is expected in the game, not impossible like you put forth.

"the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice." Do you check things you haven't gained for stacking?


graystone wrote:
Weirdo wrote:
Melkiador wrote:
The most sensible thing is to have no preset languages in the headband, but to lock you into your language choices when you first benefit from such a headband. That way you don't suffer from odd combinations of rules and people still can't take it off and on again to learn new languages.
That does seem like an easy way to handle it.
Ah, but if you do this is it by person? If I take it off and player b then uses it does he get a new set of choices? That would only make sense if I took it off someone and get to do it. So that's mean every player could get a different set of languages and they can swap the headband around if they move to an areas that need different languages.

Well, there is a 24 hour attunment that should reduce the motivation for this type of swapping. Typically someone with an INT headband wants it for a good reason, like extra spell slots.

Otherwise, just determine the languages randomly and make them fixed once determined.


_Ozy_ wrote:
graystone wrote:
Weirdo wrote:
Melkiador wrote:
The most sensible thing is to have no preset languages in the headband, but to lock you into your language choices when you first benefit from such a headband. That way you don't suffer from odd combinations of rules and people still can't take it off and on again to learn new languages.
That does seem like an easy way to handle it.
Ah, but if you do this is it by person? If I take it off and player b then uses it does he get a new set of choices? That would only make sense if I took it off someone and get to do it. So that's mean every player could get a different set of languages and they can swap the headband around if they move to an areas that need different languages.

Well, there is a 24 hour attunment that should reduce the motivation for this type of swapping. Typically someone with an INT headband wants it for a good reason, like extra spell slots.

Otherwise, just determine the languages randomly and make them fixed once determined.

I was thinking of times when the party might be going to a whole new area often with days between areas, like a boat adventure. A cheap headband for those non-casters to use is a good language aid.


Except that there's no guarantee, or even likelihood, that you're going to chance upon the local regional language that you might need. Maybe at higher levels (with more ranks available) you might get lucky, but at higher levels you will have plenty of other options.

Also, at higher levels, it's more likely that you're going to have another stat headband that you're not going to want to displace, because we all know that even during 'boat adventures' the chances of 0 hostile encounters is often pretty low.

Have you ever been in any campaign where you were stymied because nobody spoke the local language?


_Ozy_ wrote:
Have you ever been in any campaign where you were stymied because nobody spoke the local language?

Several. For instance we had to deal with lizardfolk and other races in a jungle and none spoke a language we know. Another time was underground without any languages like undercommon. An adventure that ended up in Tien was much more difficult because the people with the relevant skills couldn't understand the language.

As to encounters, I often see mid level non-casters without headbands so swapping an int headband isn't an issue. One might put on a wis headband if no caster wants it for the will save boost but that's about it.

I don't often see high level [13+] play. And to "chance upon the local regional language", I was talking about new people being able to pick languages, so regional ones could be just picked. If it's truly random then you're right.

And I had another thought. Does the creator of the headband need to know the language it gives? If so, does the creator pick? What if they don't know 20 languages? Or for that matter, does the creator need to know the skill it grants?


There's no requirement for a creator of an Int headband to even have ranks in the skill it grants, so why would they need to know the language?

In fact, if you're self-crafting the headband, you're best off picking a skill that you have no ranks in at all.

Just like I wouldn't let the character choose the headband skill, I wouldn't let a character choose the languages either unless they had the headband crafted. And the languages would be fixed (just like the skill choice), so I guess I don't see swapping as a big deal.


_Ozy_ wrote:

There's no requirement for a creator of an Int headband to even have ranks in the skill it grants, so why would they need to know the language?

In fact, if you're self-crafting the headband, you're best off picking a skill that you have no ranks in at all.

Just like I wouldn't let the character choose the headband skill, I wouldn't let a character choose the languages either unless they had the headband crafted. And the languages would be fixed (just like the skill choice), so I guess I don't see swapping as a big deal.

I know there isn't a requirement listed but it seems odd given some of the other requirements that items have [like Cloak of the Diplomat requiring 5 ranks in Diplomacy and Sense Motive]. Note this is a 'should it have this' question, not an existing rule question. It just seems odd to give yourself a skill/language you don't have but I guess it makes sense with the ability to create magic items without a prerequisite for +5dc.

Also there is this in the intelligence increase FAQ: "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)". So the headband of Headband of Vast Intelligence (Linguistics) should have a set of languages, 1/+2, independent from the ones from Linguistics.


I can see the confusion. I personally have always run it that, in most cases, you can never have more languages known (or able to use) than the sum of your current Intelligence modifier (after all relevant adjustments to your Intelligence score) and the number of ranks in the Linguistics skill you have access to (whether it be skill ranks you personally invested into or skill ranks granted to you by a magic item). There are some exceptions that grants you additional languages known above the normal limits and those gets added after all other considerations (at least from my understanding of the rules).

I concur that a headband of intellect that has Linguistics as the associated skill should have the languages gained be determined beforehand at item creation.

The bonus language gained as a result of the increased Intelligence score though, in my opinion, should be a player choice (I typically encourage languages that makes sense organically, i.e., languages the character has been exposed to at some point). If the player wants an exotic choice that is not restricted to certain classes or races and one that the character has never been exposed to before, I am fine with holding off on the immediate decision on the new language known for the player to have his/her character spend a little bit of downtime or off-screen time on learning the exotic or previously unknown language.

That being said, I hope there is a final clarification on this particular issue eventually; it is not the biggest issue that requires clarification but it is a rather flavourful subject.

Cheers!

CB

Edited to fix some spelling errors.

The Exchange

(Not counting exceptional scenarios) # of Languages = Common + Int Modifier + Ranks in Linguistics.

I think the first real question in all this is does a headband of intelligence come with pre-assigned Languages, or are they chosen by the person upon equipping the item? Just like an int headband identifies what skill is being used, and the FAQ adds "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)" then the specific languages provided by the ranks in linguistics gained should also be in specific preassigned languages.

The second question then becomes How are these specific languages assigned? I would say on creation, the person making the item could specifically create it to include any languages that person knows. Any language not known and specifically included would be randomly selected (again at creation, and with no duplicate languages, including no duplicating with the language from the +2 Int).

Third Question. In what sequence are the languages learned? here's where I would offer some freedom to the player. Whatever language is associated to the increased int is hard set, player gains these languages (or misses out if already known). After that, I would say the player is capable of selecting any of the available languages to assign to the specific ranks being added. I don't think there is any need to hardcode a specific language to every specific rank, forcing a character to wait till level 20 before they can use the language they most hoped to gain.

Finally does any of that previous junk really matter? NOPE! even the FAQ says "Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language" which is not the same as saying the DO work that way.

So here's what REALLY happens by RAW, when you gain INT bonus pick a new language, When you gain a skill rank, pick a new language. If you already have 3 ranks in linguistics and get a +2 headband at level 5, you are only gaining 2 ranks so you learn 2 new languages from ranks in linguistics and 1 from higher Int Bonus, total 3.


I have a recollection of seeing one of the Piazzo Staff saying that gaining more Int allows you to learn additional languages for free but you don't actually get such a language at the time.

It wasn't about the Headband of Intellect but how you gain an additional permanent Stat point shouldn't change the effect of that Stat point.


RAW, I {and nearly everyone else on this thread} would say you do not gain the additional ranks of Linguistics with this headband acquisition [since you are already at max ranks]. Consumables or spells for comprehend languages/share language/tongues would actually serve the purpose much better than a headband with Linguistics on it in this case.

Situational spells [or crafting/using consumable magic items] really give casters a leg up here. Spontaneous casters could use a spell known for one of those spells, and then be even more flexible with potential extra uses throughout the day.

From the Fighter class features, the Advanced Armor Training with the Adaptable Training (Ex) and the Advanced Weapon Training with the Versatile Training (Ex) says this "...the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time." Though none of these training options have Linguistics as an option, it's just an example of verbiage I like.

If I were the GM of a home game [certainly not RAW though], I would allow this type of retraining to also apply on a one-time basis to the Intelligence headbands [after the 24 hours], Crimson Sphere Ioun Stones, Bard/Skald Versatile Training, and similar features. This would help the skills mean more, along with those items and class features. You would be able to put your headband to use to maintain your Linguistics level at max and then retrain the previously allocated skill ranks for something else.

However, this more flexible retraining still only really gets you from knowing 5 languages {any 5 from among the starting A - E and the headband's W - Z in my opinion} to also knowing any 6th language [assuming the item is a +2 intelligence boost].

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