"Switchable-at-spell-prep" granted skill [on headband of vast intellect]


Rules Questions


Didn't see a mod in magic item creation; quick-and-lazy player says throw on +50% hike to enhancement cost, call good. Cautious GM says limit one switchable skill per headband, regardless of how many (1-3) are granted. Haggling player asks if the cost hike only applies to first +2 enhancement then; GM takes idea under advisement.

Thoughts? This strikes me as a neat idea, a really useful but not overwhelming ability. So I'm curious as to how much one ought to pay for it, and don't trust own judgment -- I want to make one in the worst way, so I want it to be cheap...


I think it's a horribly overpowered idea which really cheapens the effort on skill use. It's a very cheap price for a very powerful boost.

Sovereign Court

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Maybe if the switchable skill was only half as many ranks.


Pathfinder Starfinder Roleplaying Game Subscriber

You could get this ability using Ioun stones and switch them out to switch skills. That would be very costly -- one stone per skill at 24K (stacking) or 8K (non-stacking).

The Technology guide has implants for a skill slot (2K) into which you can insert a skillchip (cost varies from 400gp for +2 to 10K for +10).

Note that with both of these, you are paying for each skill that you want the bonus for.


BretI wrote:

You could get this ability using Ioun stones and switch them out to switch skills. That would be very costly -- one stone per skill at 24K (stacking) or 8K (non-stacking).

The Technology guide has implants for a skill slot (2K) into which you can insert a skillchip (cost varies from 400gp for +2 to 10K for +10).

Note that with both of these, you are paying for each skill that you want the bonus for.

Aha! A per-skill cost makes this more reasonable, yes. Anybody have suggestions for pricing? Add the +50% to the enhancement bonus, then tack on x% for each skill added? (Also gives an easy cap if desired; one extra skill per enhancement bonus teir, for a maximum of six skills for a +6 headband).

context:
Running a rogue/soon-to-be wizard. Long-range plans include use of Fabricate to supplement Secure Shelter and insta-furnish wherever he's stuck going to. Actually, just adding three more skills will net me enough craft skills to make everything you need for a household. Re-housing refugees, repairing raided villages, that sort of thing; if I have to craft my own djimbe of building, I'm prepared to budget the Feat and make sure I have the requisite spells. When he grows up, he'll be supplying earthworks and Roman-Legion-style encampments, but with pallisade walls...

I want to be able to build and supply a town or a garrison overnight.


You can always buy a number of "downtime headband of int" tied to skills that you only want to use during downtime, like i.e. craft.

Only costs 4K per skill after all.

When you go back adventuring, put the adventuring headband of intellect back on your forehead.

It needs 24 hours to make the switch, and it's already quite powerful this way for its cost.


I had considered multiple low-level headbands, but didn't want to be the wizard version of the golf-bag-full-of-weapons fighter...

Grand Lodge

You can do this with a Magenta Prism Ioun stone (16k.)


Markov Spiked Chain wrote:
You can do this with a Magenta Prism Ioun stone (16k.)

Um. Which can be found where, please?


Pathfinder Starfinder Roleplaying Game Subscriber

Pathfinder Society Primer, pg. 22.

Here is a link to the d20pfsrd description.

It would be up to the GM if the skill can change each time. I would treat it like other items that give an Int bonus and set the skill at creation.


BretI wrote:

Pathfinder Society Primer, pg. 22.

Here is a link to the d20pfsrd description.

It would be up to the GM if the skill can change each time. I would treat it like other items that give an Int bonus and set the skill at creation.

Hmmn. Thanks!


Haunted Heroes Handbook has a feat for this:

Quote:

SPIRIT RIDDEN

You can invite lesser spirits to partially share your body in exchange for their training and experience.
Benefit: You can perform a seance once per day, taking 1 hour and requiring your concentration, calling out to any nearby spirit with the skill you seek. At the end of the hour, you invite the spirit to inhabit your body. The spirit grants you ranks in a skill of your choice equal to your character level, and you treat the skill as a class skill. These effects persist for 1 hour per character level. You cannot have more ranks in a skill than your total number of Hit Dice. While you’re possessed, the spirit influences your personality

It's not fast, and until later levels it won't last all day, but it does let you have a free skill access every day.


Plausible Pseudonym wrote:
Haunted Heroes Handbook has a feat for this:
Quote:

SPIRIT RIDDEN

You can invite lesser spirits to partially share your body in exchange for their training and experience.
Benefit: You can perform a seance once per day, taking 1 hour and requiring your concentration, calling out to any nearby spirit with the skill you seek. At the end of the hour, you invite the spirit to inhabit your body. The spirit grants you ranks in a skill of your choice equal to your character level, and you treat the skill as a class skill. These effects persist for 1 hour per character level. You cannot have more ranks in a skill than your total number of Hit Dice. While you’re possessed, the spirit influences your personality
It's not fast, and until later levels it won't last all day, but it does let you have a free skill access every day.

Huh; learning something new every day. Thanx!

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