| Shady_Motives |
So I know that in 3.5 a headband of intellect did not give an increase in spells per day or retroactive skill points. However it's already been stated that the Headband of Vast Intelligence DOES give you retroactive skill points. So does the increase to a Wizard's intellect from a magic item mean an increase in his spells per day due to a high intelligence?
LazarX
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It does not give you retroactive skill points in Pathfinder to spend as you choose. Instead for each +2 bonus it gives a single skill an amount of ranks equal to your total HD.
It does provide extra spells per day though.
Yes you're right on that. But the extra spells don't kick in until the bonus becomes permanent.
| Hobbun |
| 1 person marked this as FAQ candidate. |
Only after the bonuses have become permanent once you've worn the thing for 24+hours. If you just grabbed it off of someone the only thing you get right off are the increased skill modifiers and the DC boost.
.
Actually, I had the impression nothing came into effect until after 24 hours.Does the item specify you receive the skill modifiers and DC boost right away?
Sorry, can't look right now as I am at work (and it's blocked).
| Buri |
| 1 person marked this as FAQ candidate. |
Well, to teach a man to fish...
Ability Score Bonuses
Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
Dexterity: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The bonus also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and your Combat Maneuver Defense.
Constitution: Temporary increases to your Constitution score give you a bonus on your Fortitude saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.
Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.
Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.
Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.
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.
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.
| Buri |
LazarX wrote:Only after the bonuses have become permanent once you've worn the thing for 24+hours. If you just grabbed it off of someone the only thing you get right off are the increased skill modifiers and the DC boost..
Actually, I had the impression nothing came into effect until after 24 hours.Does the item specify you receive the skill modifiers and DC boost right away?
Sorry, can't look right now as I am at work (and it's blocked).
Look at my quote. The CRB states what you get with temp bonuses.
| Marthian |
LazarX wrote:Only after the bonuses have become permanent once you've worn the thing for 24+hours. If you just grabbed it off of someone the only thing you get right off are the increased skill modifiers and the DC boost..
Actually, I had the impression nothing came into effect until after 24 hours.Does the item specify you receive the skill modifiers and DC boost right away?
Sorry, can't look right now as I am at work (and it's blocked).
From what I've read, no it does not specify that in the item description.
However, in temporary bonuses, it does state that a temporary increase in a stat leads to increases DCs and skill modifiers.
EDIT: Ninja'd
LazarX
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Hobbun wrote:Look at my quote. The CRB states what you get with temp bonuses.LazarX wrote:Only after the bonuses have become permanent once you've worn the thing for 24+hours. If you just grabbed it off of someone the only thing you get right off are the increased skill modifiers and the DC boost..
Actually, I had the impression nothing came into effect until after 24 hours.Does the item specify you receive the skill modifiers and DC boost right away?
Sorry, can't look right now as I am at work (and it's blocked).
Which if I remember correctly is exactly what you get if you are hit with the applicable stat boosting spells.