
TheFlyingPhoton |
When you have a piece of equipment that grants you a bonus to Intelligence (such as the various Headbands or the Scarlet and Blue Ioun stone), you get a +2 enhancement bonus to Intelligence. If you wear it for over 24 hours, you get skill ranks equal to your HD in one skill, as per the description of permanent enhancement bonuses; which skill you get is keyed to the specific headband/stone. What happens if you have two +2 Int items keyed to different skills equipped?
Thinking about the nature of the permanent enhancement bonus to Int:
The number of skill ranks you have comes from a combination of your HD, class levels, and Intelligence score. Having an item that grants an enhancement bonus to Int doesn't increase the skill ranks, it increases one of the things that determines how many skill ranks you have; the fact that it's an enhancement bonus just limits the arrangement of the ranks from your Int score, not grant new ranks. So having a headband keyed to UMD and an Ioun stone keyed to Swim shouldn't give you your HD in ranks to both skills because those items don't give you skill ranks, they give you a bonus to one of the things that determines how many skill ranks you have.
Is there any official judgement on this issue? I couldn't find one in either the CRB or the FAQ.

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Is there any official judgement on this issue? I couldn't find one in either the CRB or the FAQ.
It's in an odd place, in the Magic chapter.
Basically, bonuses of the same type (such as Enhancement) do not stack. The exceptions are Racial, Dodge, and most Circumstance bonuses (and untyped bonuses).

TheFlyingPhoton |
I understand they don't stack. All the +2s to Int from multiple items would overlap (the extra bonuses aren't negated) so you would get no extra benefit to Int beyond the initial +2. But the secondary benefit from those +2s is +HD ranks in one skill. Getting a +4 ranks Perception and a +4 ranks Heal is not a stacking situation.
I'm wondering if there's anything official on how multiple +2 Int items interact when it comes to the skill ranks they give you.

TheFlyingPhoton |
From two ioun stones keyed to two different skills. Or a headband and one ioun stone, each keyed to two different skills.
I don't think you should be getting extra skill ranks w/o upgrading the headband, but I am trying to understand why not (or if not, if it isn't officially).
If I were running a home game and ran into this situation, I would call it as the player gets +1/2*HD to the two skills keyed to each item. Or allow for an "overflow" if the character had ranks in one of the skills the items were keyed to. But what I'm trying to figure out is what the official rules are on skill ranks from permanent enhancement bonuses when you have multiple items.

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+2 enhancement to Intelligence gives you (most likely) one more skill rank per level. The Intelligence-boosting items ignore the possibility that you had INT 7 or lower and specify what skills you get with those ranks. Since a +2 INT headband and +2 INT ioun stone only give you a +2 enhancement in total, you only get one skill rank per level extra.
Presumably you'd get the skill conferred by the item that you activated first.

seebs |
The reason items specify the skills is to avoid the obvious problem of swapping items back and forth to get different buffs. However, strictly rules-as-written, it does seem that if you have two +2 int ioun stones, while the enhancement bonuses don't stack, each of them could grant a different skill, and there's nothing saying anything like "you only get the skill ranks if this item's enhancement bonus is affecting your int score".
RAI, I'd obviously stick with the assumption that you can only get one at a time, and it takes 24 hours before they kick in.
This question is pretty much entirely unrelated to the enhancement bonuses to the int score itself, I would point out; it's specific to the slightly weird rule about int-granting items producing specific skills.

Ciaran Barnes |

Basically, bonuses of the same type (such as Enhancement) do not stack. The exceptions are Racial, Dodge, and most Circumstance bonuses (and untyped bonuses).
This is off topic, but how exactly did racial make it in there? Dodge bonuses have a way to be nullified (losing dex bonus) and circumstance are given out by the GM based on circumstances. Racial though?

seebs |
Hmm... I don't see anything about Scarlet/Blue Ioun Stones granting skill points like a Headband of Vast Intellect; just a +2 Enhancement bonus to Intelligence.
Anyone know something I don't?
Huh, I don't see anything stated explicitly, but it's been the way I've always seen it ruled, because the assumption is that any item which grants int works the same way.

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Nefreet wrote:Basically, bonuses of the same type (such as Enhancement) do not stack. The exceptions are Racial, Dodge, and most Circumstance bonuses (and untyped bonuses).This is off topic, but how exactly did racial make it in there? Dodge bonuses have a way to be nullified (losing dex bonus) and circumstance are given out by the GM based on circumstances. Racial though?
*shrug*
Ask the Designers?

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Hmm... I don't see anything about Scarlet/Blue Ioun Stones granting skill points like a Headband of Vast Intellect; just a +2 Enhancement bonus to Intelligence.
Anyone know something I don't?
A permanent increase in intelligence always give a increase in skill point.
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.
The headbands have this extra text:
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.
that explain where you should put the skill point you have gained.
I remember seeing something similar that in one of the soft bound, probably Seekers of secrets,but probably it was about the intelligence boosting ioun stones that can be stacked up to +6.
Without that text in theory you are free to place the skill points where you wish. And that would allow you to change the allocation after dis-attuning the ioun stone. (It is not clear how that would work. As I assume that our character will not live with their belts and headband bolted to their body for the full time simply removing the belt/headband should not dis attune it, it will simply suspend the effect of the enhancement to the characteristic.)
In my playing group, as an homerule, we play differently. Intelligence boosting items don't have fixed skills linked to them, the skills you get from the item are decided when you complete the 24 hours attunement process, but after doing that they are fixed (barring what you get rising in level) for that particular intelligence score for that character.
It require a bit more bookkeping as you have to write down on a piece of paper what is granted to you by the intelligence boosting item, but it allow more freedom in assigning the skills, avoid overlapping skills already taken and avoid the OP problem as the skill are a by-product of the intelligence increase, not granted directly by the item.
To explain it in simple terms, at intelligence 18 my first level wizard has 1 skill in perception, spellcraft, knowledge arcana, riding, linguistic, knowledge dungeoneering.
If he get a +2 intelligence boost from any source and get intelligence 20 he add knowledge local.
If he lose the boosting item he lose knowledge local, but if he get a different boosting item or raise his intelligence because he has increased his level and his intelligence again raise to 20 he get back knowledge local as that is the skill that he has chosen for that level of intelligence at level 1.

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Nefreet wrote:Basically, bonuses of the same type (such as Enhancement) do not stack. The exceptions are Racial, Dodge, and most Circumstance bonuses (and untyped bonuses).This is off topic, but how exactly did racial make it in there?
It may have been considered in view of dwarves' saving throw bonuses. Designers of the past might have felt that a spell or SLA that poisons a dwarf should invoke racial bonuses for both reasons. Racial bonuses tend to be situational, so not often up to the player's discretion to use or stack them.

Deadbeat Doom |

Deadbeat Doom wrote:Hmm... I don't see anything about Scarlet/Blue Ioun Stones granting skill points like a Headband of Vast Intellect; just a +2 Enhancement bonus to Intelligence.
Anyone know something I don't?
A permanent increase in intelligence always give a increase in skill point.
PRD - glossary wrote: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.The headbands have this extra text:
PRD wrote: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....
Huh, that's weird.

Googleshng |

I would definitely say you can only benefit from one or the other (after first house ruling you even get the bonus skill with the ioun stones if we're really being RAW sticklers) because it's very clear that the free skill is a direct result of the int boost.
As for WHICH skill you have of the two options, and this is really a problem with headbands just on their own, I'd say "pick one" and force the player in question to live with that until they get a headband with a bigger int boost, suggesting very very strongly that the spare either go to another PC or be sold.

TheFlyingPhoton |
Deadbeat Doom wrote:Hmm... I don't see anything about Scarlet/Blue Ioun Stones granting skill points like a Headband of Vast Intellect; just a +2 Enhancement bonus to Intelligence.
Anyone know something I don't?
A permanent increase in intelligence always give a increase in skill point.
PRD - glossary wrote: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.The headbands have this extra text:
PRD wrote: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.that explain where you should put the skill point you have gained.
After highlighting those two PRD quotes and sticking them side-by-side, I now have some clarity on the subject. The "Permanent Bonuses" description explains that you get the skill points, and the "Headband" description explains how those extra skill points work. The two statements not being together is probably just to avoid issues of people who use the CRB as a reference material instead of reading it cover-to-cover doing funky things with skill points because they only read the Headband description.
Also, this confirms that the Ioun stone grants skill points.Thanks, everyone who contributed.
Ciaran Barnes wrote:It may have been considered in view of dwarves' saving throw bonuses. Designers of the past might have felt that a spell or SLA that poisons a dwarf should invoke racial bonuses for both reasons. Racial bonuses tend to be situational, so not often up to the player's discretion to use or stack them.Nefreet wrote:Basically, bonuses of the same type (such as Enhancement) do not stack. The exceptions are Racial, Dodge, and most Circumstance bonuses (and untyped bonuses).This is off topic, but how exactly did racial make it in there?
Also, Halfling Luck and Fearless (though that specifically calls out that they stack).