Can you take ancient languages with a Headband of Int?


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3/5 Venture-Agent, Georgia—Atlanta

There seems to have been some changes to the wording about what languages you can know, perhaps in version 8 or 7 of the Guide.

* If you boost your INT with a Headband, do you choose the new languages known from the (relatively restricted) list of starting languages knowable by your race? Or can you choose any language (including ancient ones), as if you had taken a rank in Linguistics?

* If the answer to this question means that a PC is no longer legal (e.g. they used their Headband to give themselves Azlanti but they should have been limited to modern-day languages), can we just swap out the illegal language for a legal one?

Grand Lodge 4/5

1. I wasn't happy with the headband granting another language to begin with, as the item description says nothing about it. If it does, that is because it increases the character's INT, so the character gains a language that he could have taken with a higher INT. It definitely doesn't give you a rank in Linguistics for any purpose.

2. An illegal option is illegal, so there are no rules for what to do if you have it. You should correct your character to be legal for play.

5/5 5/55/55/5

Yeah, if you accidentally did something not allowed by the rules you just adjust it as best you can, in this case either swapping a language or if said language is a cornerstone for something pop a skill point into linguistics

Mind you, thats a big IF in this case. There's a gray area around if this works, and there's no one below staff that's in charge of how exactly this rule would play out.

Sczarni 5/5 5/55/5 ***

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It's a magic item. It doesn't matter what your racial languages are.

The Exchange 3/5

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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).

5/5 5/55/55/5

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As a PLAYER

The item ups your int. Your increased int, after 24 hours, is supposed to act identical to you always being that SMRT. Which would mean that it comes off of your bonus language list. If i get an int boosting item, that is how i play it. If i really want another language, i just put a point in linguistics and call it a day.

As a DM

I am participating in a shared campaign where 95% of all policing is self policing.

My arguments for the above are not raw.

My arguments above incredibly interpolative, which means they are very weak

Alternate mechanisms, such as a language being hard coded into the headband, are equally viable.

The power difference between getting a language and getting any non secret language is somewhere in the neighborhood of a picoharsk: too small to give a ... well harsk about.

Most importantly, given all of the above there is no reason to expect a player independant of me sitting over their shoulder to reach the same conclussion I Have about how the headband works. So i don't expect them to They bought the hat they picked a language lets get on with the adventuring.

1/5 5/5

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Pathfinder Starfinder Roleplaying Game Subscriber
BigNorseWolf wrote:


As a DM

The power difference between getting a language and getting any non secret language is somewhere in the neighborhood of a picoharsk: too small to give a ... well harsk about.

Most importantly, given all of the above there is no reason to expect a player independant of me sitting over their shoulder to reach the same conclussion I Have about how the headband works. So i don't expect them to They bought the hat they picked a language lets get on with the adventuring.

*fav'd* for 'picoharsk' unit of measure. That's going in ye olde lexicone...

Liberty's Edge 5/5

Starfinder Superscriber

And here's me, never having given myself any languages for INT increases from levelling, or for INT-boosting headbands....

All my characters now speak Russian. (What? Reign of Winter made it an in-world language!)

3/5 Venture-Agent, Georgia—Atlanta

Thanks all for the very useful comments and suggestions. I started the thread because I noticed that I had several PCs with ancient languages known, not as a result of linguistics but as bonus languages due to high INT. I'm not sure if this used to be legal (I think so but not 100% sure) and then it changed and I missed it, or if I just goofed from the outset. I use Hero Lab for character building, which, as we all know, has plenty of mistakes, so it's possible that this is one of them.

In any case, in the course of looking through these PCs, I realized that some of them *also* had bonus languages from having a headband, and that these languages seemed to be drawn from the wide list of languages that a rank in Linguistics gives you. The FAQ that Ragoz quoted above is not completely clear to me on this point - it could mean: when you buy a headband you decide what language it contains (as with the skills that it boosts), or it could mean: the headband is increasing your INT, so you can choose from the languages that are INT-dependent.

I completely agree that this whole question ain't worth a picoharsk, and if it gets in the way of the bardic masterpieces faq getting answered, y'all can definitely blame me. ;-)

The Exchange 3/5

Abraham Z. wrote:

The FAQ that Ragoz quoted above is not completely clear to me on this point - it could mean: when you buy a headband you decide what language it contains (as with the skills that it boosts), or it could mean: the headband is increasing your INT, so you can choose from the languages that are INT-dependent.

You decide what language it contains when you buy it. The language can be from any you could obtain with a rank of linguistics.

5/5 5/55/55/5

I'm also not even sure i don't have an int boosting item where i didn't just say "Well this language makes sense for this item" and chucked it on there.

Sczarni 5/5 5/55/5 ***

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I pretty much only toss on weird languages.

One character speaks Treant for that very reason.

The Exchange 4/5

I have a character that speaks like 35 languages with a primary focus on anything you might encounter in the Emerald aspire. (Still bummed that you can't get Aboleth,)

The Exchange 3/5

Callie Del Noire wrote:
I have a character that speaks like 35 languages with a primary focus on anything you might encounter in the Emerald aspire. (Still bummed that you can't get Aboleth,)

The Veiled Master from Inner Sea Bestiary knows Aboleth.

Quote:

Pathfinder Campaign Setting: Inner Sea Bestiary

All languages found in this book are available for a character to learn with the Linguistics skill

Could be an oversight but is currently legal from that source.

Sovereign Court 5/5

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wait... if you only get racial languages when you put on a Headband of INT - then that would mean the language you get CHANGES from PC to PC? Hand the Headband off to a different PC and you get a different language?

Wow... not sure if I would be comfortable with that.

The language the headband grants should be fixed to the item, not dependent on the combination of Headband + Creature.

Though it could be funny if you had an animal companion with a headband who was able to speak ...what... Elk? or would it have to be Great Northern Elk?

The Exchange 3/5

It doesn't change every time you put it on. You do select a language when you buy it.

An example headband from my character sheet:

Headband of Vast Intelligence +4 (stealth, fly, Giant, Orc)

5/5 5/55/55/5

The problem with the headband being baked into the item is that found headbands would have to list a language with them. That would be a pain to track, and more importantly could result in redundant languages (which throws off your math AND deprives a player of something)

You could also use it as a cheap translating device. Which.. could be a feature or a flaw.

Either way gets you some weirdness.

Sovereign Court 5/5

BigNorseWolf wrote:

The problem with the headband being baked into the item is that found headbands would have to list a language with them. That would be a pain to track, and more importantly could result in redundant languages (which throws off your math AND deprives a player of something)

You could also use it as a cheap translating device. Which.. could be a feature or a flaw.

Either way gets you some weirdness.

do you mean... "The problem with the language being baked into the item ..."?

5/5 5/55/55/5

Muse. wrote:


do you mean... "The problem with the language being baked into the item ..."?

*lap lap laps* up some more coffee

Sovereign Court 5/5

BigNorseWolf wrote:

The problem with the headband being baked into the item is that found headbands would have to list a language with them. That would be a pain to track, and more importantly could result in redundant languages (which throws off your math AND deprives a player of something)

You could also use it as a cheap translating device. Which.. could be a feature or a flaw.

Either way gets you some weirdness.

so... every time a different PC puts the Headband on it gives a different language? One that is an "allowed" language for that PC?

PC A (a Halfling) gets Gnome when she puts it on.
PC B (a Tengu) gets Tien.
PC C (an Ifrit) gets Aguan.
PC D (a Tiefling) gets Infernal.

wow... this "would be a pain to track".

would a different Halfling also get Gnome when they put it on?
Or would the language gained be unique to the PC?
Or would it be unique to the TIME the PC puts it on? so that each time a PC dons it they gain a choice of allowed languages?

edit: IMHO The problem with the language "being baked into the item" is MUCH less than the problems of languages NOT "being baked in". Balance found headbands would have to list a language with them vs. having to keep a list of what PC gets what language from which headband.

Heck - we already have magically resizing magic items and other weirdness... this is a very minor weirdness...

5/5 5/55/55/5

Like i said, i don't know HOW it works. Maybe it helps you remember all the conversations in Sylvan your weird uncle had with the trees when you were a kid.

But as there's no reason i can't take one of my starting languages with the headband , there's no reason i can't have mine work the way I think it does, and yours can work the way you think it does.

The Exchange 3/5

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Guys the FAQ already says how it works.


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I was going to say, isn't there an FAQ about this.

Edit:

Yep, I remembered correctly.

Quote:

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).

So, it grants a specific language.

Although, unclear what the source of the language can be. But the wording makes it seem like it wouldn't be limited by languages you race normally knows, it would be whatever language is attached to the headband.

So the question really becomes, what determines what language comes with a headband of int? Probably something to do with the individual that created the headband.

5/5 5/55/55/5

Claxon wrote:
I was going to say, isn't there an FAQ about this.

Just that it adds a language as far as I know.

The Exchange 3/5

It says in the same way skill ranks are done. Any language can be taken besides secret languages which can't be learned from a rank of linguistics or one not allowed by additional resources.

I'm a little shocked how there is so much confusion still.

1/5

Here is the quote on Headband of Vast Intelligence
Page 518 of the CRB:
This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. 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. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

As Starglim said, nowhere in the description of the Headband of Vast Intelligence is there any mention of languages. Therefore, the language the wearer acquires is due to the increase in intelligence. Therefore, the languages that can be acquired by wearing a Headband of Vast Intelligence are the ones that the character can acquire by having an increased intelligence, not the ones that can be acquired by putting ranks in Linguistics or any other way of acquiring languages.

Edit: Just saw the FAQ wording, so I am wrong, not that I agree with the FAQ because it doesn't follow logically at all from the item and what it does.

1/5

Ragoz wrote:
I'm a little shocked how there is so much confusion still.

Why should you be shocked? There are so many FAQ's and developer clarifications in an already very complicated game with many confusing rules interactions that I would be surprised that if these issues didn't occur.

Grand Lodge 4/5 5/55/5 ***

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Pops head in
"Expect table variation"
pops back out

The Exchange 3/5

Pink Dragon wrote:
Ragoz wrote:
I'm a little shocked how there is so much confusion still.
Why should you be shocked? There are so many FAQ's and developer clarifications in an already very complicated game with many confusing rules interactions that I would be surprised that if these issues didn't occur.

Because the FAQ was the 5th post and the discussion kinda seemed to actively ignore what it said.

Edit:

Bob Jonquet wrote:
Expect table variation
Explode Head wrote:

You cause incredible pressure to build in the target’s head; this spell works only on a creature that has a head and would die from the loss of a head. The spell kills any such target that has 20 hit points or fewer, exploding its head and spreading debris in a 10-foot radius.

Each poster in the area must succeed at a Reflex saving throw or take 2d6 points of slashing damage from the flying debris.

1/5

Because your post was not clear enough for people who skim text.

Sczarni 5/5 5/55/5 ***

For something clarified in an FAQ, "expect table variation" really shouldn't be an answer.

If you encounter a GM who believes it is, then print out the clarification and show it to them.

Escalate as needed.

5/5 5/55/55/5

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).

****

..which just confuses me. If i do the confused dog headtilt left its parses to "it grants you another bonus language (off your racial list), even though it SHOULD have a specific language on it"

and if i confused dog headtilt right it parses to "it grants a language and we really should have listed which one with every int booster but we've been slacking"

and if i confused dog headtilt right again, i get dizzy, fall down, and don't care.

Sovereign Court 2/5

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Additional languages must be hard-wired into a headband, just like skills. If you craft, or have crafted, a headband, you get to pick the additional languages, just like you get to pick the skills. If you buy a pre-made headband, the languages and skills should either be randomly determined or flavorfully-selected by the GM. At no point does a PC get to plop a headband on and decide which language he/she "learns" any more than he/she gets to pick his/her new skills. This is to prevent players form passing the same headband around, or one person taking it off and putting it back on again, and picking just the right skill or language for a situation (plus the fact that it takes 24-hours to "attune" to a new wearer).

All this comes from back in the Alpha days. There was a lot of discussion about how headbands worked back in 3.5, because in 3.5 it worked more like Con increases where you just got retroactive HP for every level, you would just get retroactive skill points and you could add them to whatever skill or skills you wanted. It was messy, and it made stating up higher-level PCs and NPCs difficult. So the decision was made from Alpha to Beta to just assign a specific skill to each +2 of a headband at creation, to "hard-wire" the skill increases. That's why they aren't cumulative; if you have 5 ranks of Stealth, and you're 10th level, and you get a headband (Stealth), you don't get 10 more ranks, or 5 ranks of Stealth and 5 points to spend elsewhere, you get 10 ranks of Stealth that overlay the 5 ranks you already had.

Once Beta was around, folks asked "What about languages?" The developers' answer was that you only get bonus languages for Intelligence at character creation:

PRD wrote:

You apply your character's Intelligence modifier to:

The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.

Personally, I didn't like that; I figure that if you get smarter, you can learn another language (and I think this hews closer to the easier-to-build-high-level-NPCs goal), but it's not the RAW. By RAW, you only get additional languages at character creation.

So, no, you don't get additional languages because your character gets smarter from a headband. If you want to justify granting extra languages through headbands - and the RAW is silent on this - your most logical, most consistent bet is to handle it just like skills and have additional languages be hard-wired into the headbands.

(And to the OP's original question about ancient languages, I actually think that makes a lot of sense. If you're a wizard who's going to craft a headband to make yourself smarter than the way-smart you probably already are, you're not going to waste the effort to hard-wire Goblin into it, or Undercommon. I'd expect the wizard to put something weird and, to her, useful, like Auran or Infernal or Thasselonian, something that a normal PC probably couldn't just learn on the streets.)

5/5 5/55/55/5

Mosaic wrote:
So, no, you don't get additional languages because your character gets smarter from a headband. If you want to justify granting extra languages through headbands - and the RAW is silent on this - your most logical, most consistent bet is to handle it just like skills and have additional languages be hard-wired into the headbands.

This is objectively wrong per the faq quoted above.

5/5 5/55/55/5

AHah, i think i just headtilted to the right. (hard coded) . The first paragraph is about general increases the second one is about the headband.

Sovereign Court 2/5

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Interesting. The FAQ contradicts what the developers said way-back-when, when they pointed me to the bit I cited from the description of Intelligence. But that's fine with me. Like I said, I disagreed with what the developers said then and like the FAQ better. Either way, though, headbands should have their languages hard-wired just like skills.

BTW - I did a quick search of a bunch of Paizo books and modules. I found about 20 examples of headbands of vast intelligence. Only 3 listed specific skills, and we KNOW those are hard-wired. None listed specific languages, but my assumption is that it's just too ticky-tacky and a waste of word-count for most authors to worry about it. And the RAW technically doesn't say they give bonus languages. We're all just extrapolating that they should. And it would be weird if one bonus (skills) was hard-wired, and one (languages) was up for player choice.

The Exchange 5/5

here's a fun one to consider...

this Headband of INT (+2) gives ranks in Linguistics... and I'm 5th level, so does that mean I get 5 languages learned? would my buddy (also 5th level) also get 5 new languages? are they the same ones that I get when I put the headband on? What if she knows some of those already - does she get different ones or just "knows that language twice as good"? If she gives it back and I put it back on - do I get the SAME 5 languages I got the first time... so many issues with this magic item. It's making my head hurt.

Time to brake out the Nerf Bat!

The Exchange 3/5

After 24hrs you will gain maxed linguistics and gain a number of new languages equal to the difference between your HD and your current ranks. These are different from person to person and independent of the additional language it grants for a higher int score. You can choose new languages after wearing them item again for 24hrs.

"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. These ranks do not stack with the ranks a creature already possesses.
Linguistics wrote:
Learn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language.

5/5 5/55/55/5

Mosaic wrote:
And the RAW technically doesn't say they give bonus languages. We're all just extrapolating that they should

NO

All official and everything FAQ that is part of the rules 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).

That is not extrapolation. The headband that increases your intelligence is not only increasing your int modifier, it's specifically called out by name as something that grants a bonus language. I know you disagree with that but you cannot plausibly cite ambiguity here.

Sczarni 5/5 5/55/5 ***

I recall a recent thread asking what would happen if a Tengu put one of those on, since they learn two languages for every rank in Linguistics.

In keeping with the "It's not you, it's the item" reasoning I'd have to say that those ranks grant the same languages (and number of languages) to everyone equally.

Map them out to 20, I suppose. Then whoever wears it knows what they get.

5/5 5/55/55/5

Wouldn't you need to map it out to 40 ?

I'm inclined to let the wearer pick, because usability quickly outweighs rules consistency at that point. It also lets the linguist not double up on languages, which makes their languages easier to audit.

1/5 5/5

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Pathfinder Starfinder Roleplaying Game Subscriber
Nefreet wrote:

I recall a recent thread asking what would happen if a Tengu put one of those on, since they learn two languages for every rank in Linguistics.

In keeping with the "It's not you, it's the item" reasoning I'd have to say that those ranks grant the same languages (and number of languages) to everyone equally.

Map them out to 20, I suppose. Then whoever wears it knows what they get.

Hmmmm. So sorely tempted now.

The Exchange 3/5

The rules I cited suggest the wearer picks the linguistics skill rank granted languages but not the language tied to the increase in INT.

Scarab Sages 5/5

If the language is chosen upon purchase and is baked into the headband, it should be any legal language you want.

If the language is chosen by whomever puts the headband on once it becomes a permanent bonus, then it should come off the list of available bonus languages for the character's race (plus any extra available per the Guide.)

Seems the FAQ conflicts with itself as to which it should be.

The Exchange 5/5

Ragoz wrote:
The rules I cited suggest the wearer picks the linguistics skill rank granted languages but not the language tied to the increase in INT.

Issue 1) does the headband (with linguistics ranks) grant the same languages if you remove it, then put it back on. Or can you switch out to different languages each time?

Issue 2) If the PC has ranks in Linguistics BEFORE they put on the Headband (with linguistics ranks) - are the Languages gained from those ranks suppressed while the PC has the Headband-w-L-R on? Or is he "locked" into those Languages for each rank?

Silver Crusade 1/5

Is the only instance of a "bonus" language the bonus languages you receive at character creation, that are tied to your race? Or is it possible to have different bonuses? If the former (which I think unlikely) then the FAQ suggests that yes, there's a limited pool of choices here depending on your race. If it's the latter, the the use of the word "bonus" in the FAQ is not a reference to additional languages at character creation and is merely a common-English usage meaning "extra." I favour the latter interpretation, which if nothing else is cleaner and more simple.

Scarab Sages 5/5

supervillan wrote:
Is the only instance of a "bonus" language the bonus languages you receive at character creation, that are tied to your race? Or is it possible to have different bonuses? If the former (which I think unlikely) then the FAQ suggests that yes, there's a limited pool of choices here depending on your race. If it's the latter, the the use of the word "bonus" in the FAQ is not a reference to additional languages at character creation and is merely a common-English usage meaning "extra." I favour the latter interpretation, which if nothing else is cleaner and more simple.

I believe the only "bonus" terminology used for languages, are the languages you get during character creation based on your starting INT and Race. As such, when using the term "Bonus", it most likely is referring to that small list of languages.

Silver Crusade 1/5

Seems unduly restrictive to me. The usual PRD definition of "bonus" cannot be applied here, so I think we have to rely upon the everyday use of the word in English as meaning something extra or additional.

Scarab Sages 5/5

supervillan wrote:
Seems unduly restrictive to me. The usual PRD definition of "bonus" cannot be applied here, so I think we have to rely upon the everyday use of the word in English as meaning something extra or additional.

I disagree, but not strongly so. I think when you look at things like this, you have to look at precedent. Where else does Bonus show up with Language. Well as far as I know (and I'm not 100% sure because Paizo has a habit of re-using terms in weird locations that just muddies the water--a lot) that's the only place those two terms show up together.

Therefore, I think its save to assume that they are referring to the list of bonus languages each race has access to.

I also don't feel this is restrictive either (especially for int bumps from leveling up).

The Exchange 3/5

Bob's Feet wrote:
Ragoz wrote:
The rules I cited suggest the wearer picks the linguistics skill rank granted languages but not the language tied to the increase in INT.

Issue 1) does the headband (with linguistics ranks) grant the same languages if you remove it, then put it back on. Or can you switch out to different languages each time?

Issue 2) If the PC has ranks in Linguistics BEFORE they put on the Headband (with linguistics ranks) - are the Languages gained from those ranks suppressed while the PC has the Headband-w-L-R on? Or is he "locked" into those Languages for each rank?

Already answered above.

Also people are going way off again. The FAQ is quite clear the language granted from the bonus to intelligence on the headband is a language selected from languages available from a skill rank in linguistics and is then tied to the item.

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