headband of intelligence and unchained conslidated skills


Rules Questions


Not sure if this should be in rules section or advice because it about unchained custom rules option. Feel free to move this to appropriated section.

How does INT increasing items effect unchained consolidated skills rule set. in normal rule set, They are tied to a skill and give you max ranks in said skill. Which makes sense to less book keeping and an int increase normally gives you 1 skill rank per mod +. But in unchained Consolidated skill you only get 1/2 your mod in + skill ranks

So do int increasing items with this rule set,
A still give max ranks tied to set skill like they used
B do they give you half skill points tied to x skill
C just increase half skill points

It be nice if the writer of this rule set can give their opinion on the how they should function, but I am open to see what others think should happen. Especially those for those that are using already these rules. As I am running a lot of unchained rules in my game. This has not come up yet, but it could very well in the near future as my group are starting to get to the point where they have multi stat increase items. here have a few pieces of treasure coming up that will have this type of increase.


This is a rules question, which means it should belong here. But it's also an area that is left very outside of the rules and there isn't really one true answer, which would rather warrant an Advice thread.
So I'll give you a bit of both.

The idea behind headbands being tied to specific skills is so that players can't remove them to later put back on and reallocate their skill ranks like this. This should be the same using the consolidated skills. You should also try to apply similar rules for adjustment as already presented in the book.

I would use this as a guideline:

Unchained wrote:
For example, the Intimidating Prowess feat should add a character’s Strength modifier instead of Charisma only when using the Inf luence skill to intimidate, rather than adding it to the Inf luence skill in all cases. The jump spell should give a bonus only on Athletics checks to jump, rather than on all Athletics checks.

My final decision would thus be: The headbands are still keyed to a "regular" skill and you only apply the bonuses on these specific checks made with the corresponding consolidated skill.

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