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I have a quick question. My Pathfinder Society Organized play character has just invested in some magic items. He has just purchased a Headband of Intelect +2, a Periapt of wisdom +2 and a Cloak of Charsima +2.. He is a Cleric ( of Pharasma 3) Wizard (Necromancer 3) and Mystic Theurge 3.
His ability scores are as follows.
Str: 10
Dex: 10
Con: 10
Int: 16 (18 with headband)
Wis: 18 (20 with Peroapt)
Cha: 14 ( 16 with cloak)
What changes occur? Does my characters wil sve chage? How about the Ability Modifiers for my characters skills? Do I get more skill points? Is this a retroactive bonus? I seem to remember if your con is boosted by +2 you might get an extra hit point per level.
Do the DCs for my characters spells increase?
What about my character’s Channel energy? Do I get more usses of Channel energy per day?
What about my characters Arcane skill ability ( Necromancy) Grave Touch? Do I get more uses of it per day?
And his Domain abilities: Healing : rebuke undeath and Repose : gentle rest?
Thanks

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all of it goes up. THe headband of int is supposed to have a skill associaled with it, and it automatically gives 1 rank of that skill per level, as determined by the crafter. otherwise its ranks in a random knowledge. (and you lose the ranks if you take it off) http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC- Headband-of-Vast-Intelligence
also, int, wis, and cha items are now all headbands, but you may want to invest in the Headband of Mental Prowess which is any 2 of those stats 2 in 1 item (and the +2 is only 10k which saves you a item slot) http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC- Headband-of-Mental-Prowess

Kaisoku |

Yep, it's as Name Violation said, they are all headbands now.
The one thing he didn't mention was the Headband of Mental Superiority, which grants +2-6 to all mental stats. 8k for the +2.
The pricing isn't really anything other than adding second abilities to a slotted item that already has an ability, and thus increasing the cost of the lowest costing abilities by 50% (in this case, they are all the same price so: 2k + 3k + 3k = 8k).
So yes, you could do what you wanted there, but it'd cost you 8k more than usual.
Technically, the magic item creation rules don't "forbid" the creation of unique items, like a cloak of charisma again. However DMs are fully within their right to veto that, and you aren't going to be able to buy one outright like that.
So for Pathfinder Society play (where there's no item creation I think), you don't have any option other than to get the headbands.

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I have a quick question. My Pathfinder Society Organized play character has just invested in some magic items. He has just purchased a Headband of Intelect +2, a Periapt of wisdom +2 and a Cloak of Charsima +2.. He is a Cleric ( of Pharasma 3) Wizard (Necromancer 3) and Mystic Theurge 3.
Erm ... your Pathfinder Society OP character could not purchase those items, as they are not present in PFRPG :)

Maezer |
Erm ... your Pathfinder Society OP character could not purchase those items, as they are not present in PFRPG :)
Presumably he could have access to them through the completion of module as there is no shortage of mods that give access to these items.

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Yep, it's as Name Violation said, they are all headbands now.
The one thing he didn't mention was the Headband of Mental Superiority, which grants +2-6 to all mental stats. 8k for the +2.
The pricing isn't really anything other than adding second abilities to a slotted item that already has an ability, and thus increasing the cost of the lowest costing abilities by 50% (in this case, they are all the same price so: 2k + 3k + 3k = 8k).
So yes, you could do what you wanted there, but it'd cost you 8k more than usual.
Technically, the magic item creation rules don't "forbid" the creation of unique items, like a cloak of charisma again. However DMs are fully within their right to veto that, and you aren't going to be able to buy one outright like that.
So for Pathfinder Society play (where there's no item creation I think), you don't have any option other than to get the headbands.
ummm it cost 16k, not 8. big difference. i figured the OP shouldn't be able to afford a single 16k item, so i didn't mention it
http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC- %20Headband-of-Mental-Prowess

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Thank you all for your advice. Myname is Jake, that is good to know the ability boost affect all sorts of things. Extra skill points yummy. I think i will spend them in one skill, just to make it easier to remove.
Gorbez thank you for letting me know the magic item list has changed. Neither I nor the DM batted an eye when i told him i wished to purchase the head band of intelect, cloak of charisma, and the periapt of wisdom, I suppose we just assumed these basic magic items remained the same.
Thank you all .

Kalyth |
Thank you all for your advice. Myname is Jake, that is good to know the ability boost affect all sorts of things. Extra skill points yummy. I think i will spend them in one skill, just to make it easier to remove.
Gorbez thank you for letting me know the magic item list has changed. Neither I nor the DM batted an eye when i told him i wished to purchase the head band of intelect, cloak of charisma, and the periapt of wisdom, I suppose we just assumed these basic magic items remained the same.
Thank you all .
Just pointing out. All of the attribute increases effect all figured characteristics (saves, skill checks, etc...) with one exception.
You do not gain extra skill points for the +2 int item. The item should have a knowledge skill linked to it for each +2 Int it grants as long as you are wearing the +Int item it will grant you ranks in that skill equal to your level. If you remove the item you loose access to the knowledge skill. The knowledge skill the item possesses is determined by the item creator when the item is crafted.

Lathiira |

ElyasRavenwood wrote:Thank you all for your advice. Myname is Jake, that is good to know the ability boost affect all sorts of things. Extra skill points yummy. I think i will spend them in one skill, just to make it easier to remove.
Gorbez thank you for letting me know the magic item list has changed. Neither I nor the DM batted an eye when i told him i wished to purchase the head band of intelect, cloak of charisma, and the periapt of wisdom, I suppose we just assumed these basic magic items remained the same.
Thank you all .Just pointing out. All of the attribute increases effect all figured characteristics (saves, skill checks, etc...) with one exception.
You do not gain extra skill points for the +2 int item. The item should have a knowledge skill linked to it for each +2 Int it grants as long as you are wearing the +Int item it will grant you ranks in that skill equal to your level. If you remove the item you loose access to the knowledge skill. The knowledge skill the item possesses is determined by the item creator when the item is crafted.
Actually, it's any one skill, not limited to just a Knowledge skill. A randomly-rolled headband will have a Knowledge skill, but if you make one you can put in something else.
Headband of Vast Intelligence
Description
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.

Kalyth |
Kalyth wrote:ElyasRavenwood wrote:Thank you all for your advice. Myname is Jake, that is good to know the ability boost affect all sorts of things. Extra skill points yummy. I think i will spend them in one skill, just to make it easier to remove.
Gorbez thank you for letting me know the magic item list has changed. Neither I nor the DM batted an eye when i told him i wished to purchase the head band of intelect, cloak of charisma, and the periapt of wisdom, I suppose we just assumed these basic magic items remained the same.
Thank you all .Just pointing out. All of the attribute increases effect all figured characteristics (saves, skill checks, etc...) with one exception.
You do not gain extra skill points for the +2 int item. The item should have a knowledge skill linked to it for each +2 Int it grants as long as you are wearing the +Int item it will grant you ranks in that skill equal to your level. If you remove the item you loose access to the knowledge skill. The knowledge skill the item possesses is determined by the item creator when the item is crafted.
Actually, it's any one skill, not limited to just a Knowledge skill. A randomly-rolled headband will have a Knowledge skill, but if you make one you can put in something else.
Headband of Vast Intelligence
Description
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...
In beta was it limited to only knowledge skills?

JimmyNids |
When you increase stats, things change as follows:
Strength: +damage/attack/carry capacity/CMB/CMD
Dexterity: +AC/Reflex/Initiative/Attack with ranged weapons and finesse weapons
Constitution: +1hp per hit die/Fortitude
Intelligence: You gain Max ranks in any associated skills but do not gain extra skill points upon leveling. Using 3.5 you would get extra skill points but not retroactively as with Con increases
Wisdom: +Will
Charisma: you look cuter
That is all in addition to changing you state mods to skills and class specific abilities like spell casting.