| TR_Merc |
I know the headband of Vast Intelligence state that a specific skill is associated with it, but if a different item or spell that lasts longer than 24 hours grant skill points that the player can assign to any skill they like?
Like if someone somehow casts Fox's cunning with a duration of 25 hours, does the rule of extra skill points kick in, and does the player get to pick what skills get those extra skill points?
| Leitner |
Well the spell itself says it does not grant extra skill points: "This spell doesn’t grant extra skill ranks." That caveat doesn't have anything to do with the duration of the spell itself. Not that I'd know how you could get a duration of 25 hours, but being able to immediately master 2 different skills at the cost of a spell would be a pretty crazy deal.
| YlothofMerab |
Usually each intelligence enhancing item gives you a number of ranks up to your level in a certain skill, so that's how they're able to give you skill ranks. Plus you get the ability bonus to all your int based skills. So while fox's cunning would boost the int skills you already have, it wouldn't give you any temporary ranks to put in something else.
| TR_Merc |
It is more the entry on page 555 that states
Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
With the "this might cause you to gain skill points" being the focus of this question.
| zza ni |
items (not spells or other temp things. need 24 hour bonus) gives both skill ranks\hd AND extra languages per +2 to int (+1 to bonus)
been Faq a long time ago here (for languages and mention skills) and here (for full explanation of skill ranks).
both ranks and languages are built in the item while crafting it. GM need to decide what specific language and skill ranks are given if it's not mentioned. you gain a skill rank of said skill per hd you have.
if you already have the skills\language you only get the higher of the skill rank (not stacking).
for example a +2 int headband might have the fly skill and Elven as bonus language built in when it was crafted. if you wear it you gain skill ranks in fly up to your hd, if you do not have it already and learn the Elven language, again if not already known.
for every +2 more (+4 and +6) one more skill need to be added and one more language.
once set the skills and languages can't be changed. (without re-crafting the item. some things can do this like a card from the harrow deck of many things)
| TR_Merc |
Those FAQs don't really clarify. The Language one seems to imply that the item only gives a specific language if it works like a headband of vast intelligence. The skill one is just asking about the headband of vast intelligence.
The problem is I can't get an answer that answers my question without "See Headband of vast intelligence." and magic items don't always function as a specific spell or even always mimic an ability that another magic item has in the same way.
An answer that isn't "See headband of vast intelligence" would answer this, but every source has "See headband of vast intelligence" even the headband of mental prowess has see headband of vast intelligence
| Leitner |
I already answered you in the first post. Regardless of the text on page 555, the fox's cunning spell trumps it by stating outright that it does not give you bonus skill points. It does not say anything to the effect of "Does not grant bonus skill points unless the duration is increased to beyond 24 hours"
The specific wording on the spell trumps the general ruling about ability bonuses. I not 100% certain what the answer would be if you had a different spell, although I'd imagine it would still be no. But in this case foxes cunning cannot grant skill points, period.
| TR_Merc |
I already answered you in the first post. Regardless of the text on page 555, the fox's cunning spell trumps it by stating outright that it does not give you bonus skill points. It does not say anything to the effect of "Does not grant bonus skill points unless the duration is increased to beyond 24 hours"
The specific wording on the spell trumps the general ruling about ability bonuses. I not 100% certain what the answer would be if you had a different spell, although I'd imagine it would still be no. But in this case foxes cunning cannot grant skill points, period.
No, you just said "Fox's Cunning doesn't grant bonus skill points." you didn't answer if a non-headband of vast intelligence item grant you skill points that can be spent on whatever skills the player wants.
I was just using Fox cunning as an example so people didn't say "Well headband of vast intelligence says this." I know what the headband of vast intelligence says, I'm trying to get an answer that ISN'T headband of vast intelligence.
| Yaba |
The point we are trying to make, is that the answer to the original question is no. When a magic item granting an intelligence bonus is created, all benefits of that bonus are assigned during item creation, and are static. Otherwise items that grant INT bonuses would be too powerful, because the user would just need to switch the bonus to whichever skill they happen to need at the time (by removing and re-donning the item), effectively making it a bonus to EVERY skill.
| zza ni |
Those FAQs don't really clarify. The Language one seems to imply that the item only gives a specific language if it works like a headband of vast intelligence. The skill one is just asking about the headband of vast intelligence.
The problem is I can't get an answer that answers my question without "See Headband of vast intelligence." and magic items don't always function as a specific spell or even always mimic an ability that another magic item has in the same way.
An answer that isn't "See headband of vast intelligence" would answer this, but every source has "See headband of vast intelligence" even the headband of mental prowess has see headband of vast intelligence
the start of the Faq answer about spell\effect that last over 24 hours.(24 hours were ruled else were to count as permanent bonus not temp)
' Intelligence: If my Intelligence modifier increases, can I select another bonus language?
Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language. '
this is not only true for the vast int headbend, they only give that as an example to wit:
" Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks)." (this lead you to the other faq about the built in skill ranks)
so in short. a spell lasting for over 24 hours would grant you the same thing a permanent increase to int grant. more languages and skill ranks that you pick.
an item however is specifically said to have to have the skilled\language picked before hand by the crafter :
" The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want."
if you only stop to read it all you would see your questions were answered.
also here's a crazy idea. if they all are said to work like headband of vast int. why not look what that is saying? :
" 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."
so from the above and the faq you should have been able to tell everything so far. spells and abilities (say like reading a tome of inherit int +5, but not items) that grant over 24 hours of improved int grant you the ranks and language you pick (as if you increased your int by leveling etc). items that increase int grant built in ranks and languages.
| TR_Merc |
If the rule is that items that modify Int have the creator assign those skill points and languages during construction, it is an unwritten rule.
I can't find that rule anywhere in any of the books that I have or any resources that I've looked through online. The rule seems to be extrapolated from the headband of vast intelligence. If that item didn't exist I believe we would be having a very different conversation, which is why it is the bane of my question because it is 1 item that appears to be over-riding a core rule with 0 support from text outside of the item description.
I have seen other magic items that do something similar, but I can't remember them at the moment. But the magic item breaks the standard rule, but only for that one specific magic item, non-artifact.
I've seen a few mostly while trying to figure out what the cost of non-standard item enhancements, like the Belt of the Weasel's compression ability, because I was trying to make new magical items.
*Support i.e. additional rules written in supplemental books, CLEARLY written F.A.Q. documents, or even forum posts from devs.
Also the language "technically" and "Should" mean that it doesn't always behave that way and even then it was only in reference to how the headband of vast intelligence works.
| zza ni |
'If the rule is that items that modify Int have the creator assign those skill points and languages during construction, it is an unwritten rule.'
im sorry are you saying official paizo faq are not rulings? if so we can stop this discussion right here as that is where i set aside my arguments.
what is not CLEAR about :
" Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks)." ?
lets break this down:
'int enhancing items' = does not say 'only the headband' it refer to ANY int enhancing items.
'grant a specific language' = you do not pick it, it is set.
'in the same way they do for skill ranks' = this work the same way as the skill ranks it grant, notice this mean that the skill ranks are also specific. again this is not set only for the vast int haedband but ANY int increasing items.
next
'You don't get the item's built-in skill ranks' = built in as the item has the skills set before hand. now true this is specifically calling out the head band but since the previous part said other items work the same way that mean = any int increasing item work like the head band = has built in skill ranks. and as the faq also added built in language.
now faq ARE official ruling from paizo. what more do you need?!?
one explain that any item that increase int also has a language set into it that is specific in the same way the skills are, and uses the headband as example. and the other explain that the skills in the headband are built in (as you can also tell from reading the head band info) and that you do not get to add more skills beyond them.
| Derklord |
what is not CLEAR about :
" Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks)." ?
First, that quote starts with "Technically", and second, it says "should", which you ignored in your break down analysis. In effect, the FAQ is saying that item writers are supposed to have these items specify languages and skill ranks. It's not a rule for players. The FAQ doesn't say other items work that way, but that they should work that way. At best, that's a suggestion to make houserules for similar items to bring them in line with the headband.
next
'You don't get the item's built-in skill ranks' = built in as the item has the skills set before hand.
The important past is the one afterwards: "You don't get the item's built-in skill ranks and another set to assign however you want.", meaning that you don't get twice as many skill ranks. That's all the FAQ is about.
The issue is a bit more complicated than how you present it. This FAQ, newer that both the others, says "Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. (...) A temporary ability score bonus should affect all of the same stats and rolls that a permanent ability score bonus does."
Now it gets interesting, because there is no statistic or table that says you have a number of bonus skill ranks equal to your int bonus - both the description for intelligence (CRB pg. 17) and the skill rules section on "Acquiring Skills" (CRB pg. 86) make it clear that you only gain skill ranks during level-up.
We're still not finished, because even though the above linked FAQ equates temporary and permanent ability score bonuses for almost everything, there's basically one part of the old rules that still does something: "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, (...)" (CRB pg. 555) - this rule makes an exception to the normal rule that skill ranks are only aquired on level-up.
And thus, the answer to the OPs first question is "yes, they do, unless otherwise specified". Both Fox's Cunning and the headbands specify otherwise.
Not that I'd know how you could get a duration of 25 hours
A 13th level Sorcerer with the Shapechanger Bloodline and Extend Spell could do that.
| TR_Merc |
Thank you Derklord. I was about to say the same thing about the language FAQ entry.
There is no reference to specific skills outside of the headband of vast intelligence getting those points. All clarifications are clarifying how the headband of vast intelligence specifically works.
The whole Int items have specific skills assigned to them ruling is based on "All int items work like this one." but nowhere does it state that outside of items, and items always have "this effect works like X" like the ring of regeneration which states that lost limbs regrow as Regenerate. Which to me says "Magic items follow the rules for other features/items/spells not set them."
Magic items are exceptions to the rules, not the rules themselves.
| Meirril |
Ok, lets talk about why the Headband of Intellect is the way it is and why all items that raise Int should work the same.
Without the provisions that say you don't get skills and languages from temporary boosts and items then a removable +2 bonus to int makes skills irrelevant. Some ancient language you can't identify? Get a +2 bonus to int and put all of the ranks into linguistics. Take your level +1 in obscure languages to see if you get lucky. If you don't, use linguistics to figure out what language you do need. Now remove that +2 bonus and apply it again so you can get some other more useful skill and the language you need since the +2 int lets you pick up a language anyways.
Really, if that is the way you let the rules work then being trained in Linguistics is a dumb move because it prevents you from performing this exploit. Also spells like tongues, comprehend languages, and lend language become trivialized by a +2 headband of rules exploitation.
Get a +6 headband of endless skills and prepare for all of your adventures. Going on a Island exploration? Remove headband and replace to learn Survival, Climbing and Swimming. Get marooned on said island? Remove and replace headband to learn Swimming, Craft:Ship and PS:Sailor. Get invited to a Grand Ball? Remove headband and replace to learn Bluff, Diplomacy and Perform: Dancer.
And this is a Wizard trick? No! Its an anybody trick. Make all of those non-combat challenges trivial. If it isn't a trap, you can just learn the skill as needed. No character building needed.
None of this is a problem for permanent bonuses. But allowing temporary or easily removed and reapplied bonuses? Extremely bad game design that no GM should allow. As a GM if you hate skill challenges that much, just don't put them in your games.
| zza ni |
yea the Faq use "Technically", and "should". it doesn't make it less of a rule. thing is paizo has many source books and different writers. as proven some are not as keen on the finer rules (as evident by there being a faq). so the faq tell you how the rules should be in this case. they left themselves an out in case a splat-book will show an int boosting item that didn't follow this.
but saying the since rules say 'should' and 'technically' it's not a rule is like saying that taking 20d6 falling damage is not lethal because technically it should kill you...
so how about this, op asked what the rules for int items are are?
the best i can say is that technically the rule should be that item crafted have a set skill\language that they grant.
as for spells and such, as Meirril mentioned temp int boost as far as i can tell do not grant skills or languages, probably because of the switcharoow thing.
if they last more then 24 hours go see a doc..no i mean if they last over 24 hours they count as permanent and as such the faq said you (should technically)gain skills\languages.
| Matthew Downie |
The Crimson Sphere Ioun Stone is an example.
According to the FAQ it probably 'should' work like the headband (or the Scarlet & Blue Ioun Stone), but I don't see anything saying it does. So it's either an accidental omission, or a deliberate one. If the latter, you can presumably use it to gain the skill ranks of your choice, and then change them with 24 hours notice. Which would be powerful, but it's an expensive item.
| Meirril |
The Crimson Sphere Ioun Stone is an example.
According to the FAQ it probably 'should' work like the headband (or the Scarlet & Blue Ioun Stone), but I don't see anything saying it does. So it's either an accidental omission, or a deliberate one. If the latter, you can presumably use it to gain the skill ranks of your choice, and then change them with 24 hours notice. Which would be powerful, but it's an expensive item.
When you take into account that this is a slotless, stackable item, it isn't expensive at all. Slotless is a x2 multiplyer by itself. The stacking modifier prices the entire set out to be equivalent of a slotless +6 int headband. If you look at the Flawed version its stated out as if its half of a slotless +4 int headband, because it is.
So no, that particular item isn't anymore expensive than it should be by the formulas from the magic creation section.
This also raises the opposite point. If your int gets temporarily lowered (like say with damage) you would lose ranks and languages. There are very functional reasons that temporary adjustments shouldn't be applied to every aspect of a stat. There is such a thing as badly worded and honestly horribly written FAQ answers. Yet another one has appeared.
| Matthew Downie |
Your pricing makes sense. RAI is probably that there should be a specific skill built into each Crimson Sphere Stone.
If your int gets temporarily lowered (like say with damage) you would lose ranks and languages.
There are specific rules for that:
Ability Score Damage
Intelligence: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence.Ability Score Penalties
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage.Ability Drain
Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses.
Drain would cost you skill ranks and languages, other temporary effects wouldn't.
I doubt many GMs would allow a player to purposely Int-drain themselves and then heal themselves just to rearrange their skill ranks...
| Derklord |
yea the Faq use "Technically", and "should". it doesn't make it less of a rule.
If you don't see the difference between, say, "flying cars should exist" and "flying cars exist", I can't help you.
Without the provisions that say you don't get skills and languages from temporary boosts and items then a removable +2 bonus to int makes skills irrelevant.
That's not correct - you would need to wear the headband for 24 hours first. Unlike for something like carrying capacity, skill ranks aren't re-calculated "on the fly", but only on level-up!
The RAW do have one oddity since the FAQ I linked, though: If you're under the effect of a temporary int boost at the time of level-up, you do get the additional skill ranks, and keep them even when the spell/effect runs out (until next level-up).
There is such a thing as badly worded and honestly horribly written FAQ answers. Yet another one has appeared.
You know what the bad part is? That FAQ removes the mostly unwritten rule that temporary ability score bonuses do not grant additional daily spell slots.
| TR_Merc |
thing is paizo has many source books and different writers.
Problem is the rule I'm referencing and the item you are referencing are both in the same book, which had the same writer, editor, and everything.
no so the faq tell you how the rules should be in this case. they left themselves an out in case a splat-book will show an int boosting item that didn't follow this.
The FAQ says that the language part of the headband of vast intelligence should work like the skill part. Not that Int items should work like that.
but saying the since rules say 'should' and 'technically' it's not a rule is like saying that taking 20d6 falling damage is not lethal because technically it should kill you...
Only if there is an ability/magic item in the game that turns fall damage into non-leather damage.
so how about this, op asked what the rules for int items are are?
the best i can say is that technically the rule should be that item crafted have a set skill\language that they grant.
Ya, that is the problem technically. Technically a cop should pull you over for speeding 1 mph over the limit. Most don't. So technically isn't a hard rule. Technically is "DM discretion."
as for spells and such, as Meirril mentioned temp int boost as far as i can tell do not grant skills or languages, probably because of the switcharoow thing.
if they last more then 24 hours go see a doc..no i mean if they last over 24 hours they count as permanent and as such the faq said you (should technically)gain skills\languages.
Temp boosts are technically listed as boosts that last for less than 24 hours. A Int item is technically always a temp boost because at any time the item can be taken off/depowered (beholder antimagic field) The only reason that it is 1 skill is they didn't want to get into X skill has Y points and A skill has B points for the item.
As far as using the item to switch between skills every 24 hours, it is a quick way to get a party of players mad at you, also time constraints can put a stop to it.
That's not correct - you would need to wear the headband for 24 hours first. Unlike for something like carrying capacity, skill ranks aren't re-calculated "on the fly", but only on level-up!
Gains from permanent effects are retroactive. Otherwise, you wouldn't get bonus HP from a Con item.
| Meirril |
Meirril wrote:Without the provisions that say you don't get skills and languages from temporary boosts and items then a removable +2 bonus to int makes skills irrelevant.That's not correct - you would need to wear the headband for 24 hours first. Unlike for something like carrying capacity, skill ranks aren't re-calculated "on the fly", but only on level-up!
The RAW do have one oddity since the FAQ I linked, though: If you're under the effect of a temporary int boost at the time of level-up, you do get the additional skill ranks, and keep them even when the spell/effect runs out (until next level-up).
Meirril wrote:There is such a thing as badly worded and honestly horribly written FAQ answers. Yet another one has appeared.You know what the bad part is? That FAQ removes the mostly unwritten rule that temporary ability score bonuses do not grant additional daily spell slots.
Intelligence seems to disagree with that whole level up thing. Derklord ignored the part where I said "without the provisions..." but lets pretend I didn't say that for a moment. Even if it takes 24 hours to switch a skill, its awfully convenient and still something you can easily exploit if you have any clue what your future holds for you. All of the examples I listed are something you could plan for a day in advance, or situations you'd take more than 24 hours to resolve anyways.
24 hours after your stats change, you add (or subtract) ranks, according to RAW. But nearly every int item has the provision that you don't retroactively add ranks. The funny thing is you gain more ranks when you advance levels because it doesn't say anything about that. Considering that retraining is a thing positive stat changes should probably be included in the retraining rules as its own category to prevent the kind of abuse I've been talking about.
| Temperans |
I would like to point out that the Scarlet and Blue Ioun Stone straight up gives an enchantment bonus to Int. So looking at pfsrd which has the phrase, "This stone has one skill associated with it, as a +2 headband of vast intelligence.", is equivalent to looking at wrong/homebrew rules.
There are also things like the Collar of the True Companion which gives an animal: +2 enchanment to Int, specifically mentions the animal can't suddenly talk, and doesn't mention skills.
The Staff of Mithral Might also just gives +2 enchanment to Int with no other wording.
*****************
I only listed this to show that it's not just one item that lacks the preset skill phrasing.
Whether it messes with a game depends on the GM and how a PC uses it. But barring an errata (or PFS) changing how items with Int are made, it is a valid strategy to remove and reatune Int granting items.
*****************
Also Paizo specifically said (unofficially), that they deliberately removed the 3.5 rule saying bonuses to Int dont retroactively increase ranks. So yeah, specifics trump general, and general is that Int doesn't care whether you change ranks every round if you have a way to do it.
| David knott 242 |
Scarlet and Blue Sphere Ioun stones do have particular skills associated with them.
See this thread for the appropriate references to the Shattered Star adventure path and the last set of errata to the Pathfinder Core Rulebook.
| Matthew Downie |
I would like to point out that the Scarlet and Blue Ioun Stone straight up gives an enhancement bonus to Int.
The version of Scarlet & Blue I linked to above has the 'This stone has one skill associated with it' text.
The fact that they erratad it to add this text suggests that RAI is that all these items are supposed to grant specific skills (and presumably languages too). Though I don't think I could make a strong case that this is RAW.
Diego Rossi
|
There are also things like the Collar of the True Companion which gives an animal: +2 enchanment to Int, specifically mentions the animal can't suddenly talk, and doesn't mention skills.
Although it appears to be a simple thong of leather, this collar was initially conceived by druids who believed that there were animals who possessed spirits worthy of elevation to true sentience. If worn by a creature of the animal type with an Intelligence less than 3, a collar of the true companion grants a +2 enhancement bonus to Intelligence. This does not give the animal the ability to speak, but it does allow it to understand one spoken language (chosen by the item’s creator).
It doesn't grant the ability to talk, i. e.e it doesn't change the vocal apparatus of the animal companion so that it is able to utter the word of a language, but it grants the ability to understand a language.
It is as granting a human the ability to understand a language based on scents. It can understand it (if the scents are strong enough), but it will still lack the ability to emit the right scents.
Diego Rossi
|
An example of a spell that increases an ability score and doesn't have limitations about what skills you can pick is wish:
"Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies."
If you have an odd value in intelligence, adding 1 inherent point will raise it to an even value and grant 1 skill point/level.
At that point, you can assign the new skill points as you wish, but the assignment is permanent.
As instantly acquiring several skill points isn't generally a good idea, I will ask the player to follow the retain rules, and spend 5 days of downtime to learn the new skill.
SKILL RANKS
You can retrain skill ranks you have assigned to skills.
Retraining skill ranks takes 5 days. When the training period ends, reassign a number of skill ranks up to your Intelligence bonus (minimum 1), removing them from your existing skill (or skills) and adding them to a different skill (or skills).
If retraining skill ranks means you no longer qualify for a feat or other ability you have, you can’t use that feat or ability until you meet the qualifications again. (Or you can retrain that feat or other ability.)
That piece about retraining resolve Derklord objection that you apply skill points only when increasing your level.
| Derklord |
Intelligence seems to disagree with that whole level up thing.
Which part are you referring to? My argument was based on "You apply your character’s Intelligence modifier to (...) The number of skill points gained each level". Emphasis mine.
Derklord ignored the part where I said "without the provisions..."
I didn't ignore it. I took the "from temporary boosts" part of yours entence to mean temporary bonuses, as in the game term. I wanted to point out that these temporary bonuses (i.e. "temporary boosts" with a duration of <24 hours) don't need "provisions that say you don't get skills". If your phrase "temporary boosts" was also talking about "permanent bonuses", then I misunderstood you.
Even if it takes 24 hours to switch a skill, its awfully convenient and still something you can easily exploit if you have any clue what your future holds for you. All of the examples I listed are something you could plan for a day in advance, or situations you'd take more than 24 hours to resolve anyways.
I don't actually disagre with you, but I only gave the rules as they are, to the best of my knowledge - not as I think they should be, nor as I would rule things as a GM.
| Temperans |
Temperans wrote:I would like to point out that the Scarlet and Blue Ioun Stone straight up gives an enhancement bonus to Int.The version of Scarlet & Blue I linked to above has the 'This stone has one skill associated with it' text.
The fact that they erratad it to add this text suggests that RAI is that all these items are supposed to grant specific skills (and presumably languages too). Though I don't think I could make a strong case that this is RAW.
When did they errata it? The latest book to have it is the Adventurer's Guide and Aonprd did not add that wording; and searching doesn't give me an errata page.
So we have 2 sites with different phrasing, 1 of which happens to be the officially supported site (which lacks said phrasing).
*****************
@Diego Rossi
My point there was that it mentioned changing how Int bonus worked for the extra language, but not for the extra skill points.
*****************
Just to be clear, I personally believe it would be too strong to just let Int boosting items to be so versatile. However, from a RAW point of view, that is exactly what the rules say to do if the item lacks any relevant wording.
I dont trust just using the Headband faq, because Paizo says faqs are not ment to extend beyond the asked question.
| Lelomenia |
Matthew Downie wrote:Temperans wrote:I would like to point out that the Scarlet and Blue Ioun Stone straight up gives an enhancement bonus to Int.The version of Scarlet & Blue I linked to above has the 'This stone has one skill associated with it' text.
The fact that they erratad it to add this text suggests that RAI is that all these items are supposed to grant specific skills (and presumably languages too). Though I don't think I could make a strong case that this is RAW.
When did they errata it? The latest book to have it is the Adventurer's Guide and Aonprd did not add that wording; and searching doesn't give me an errata page.
So we have 2 sites with different phrasing, 1 of which happens to be the officially supported site (which lacks said phrasing).
*****************
@Diego Rossi
My point there was that it mentioned changing how Int bonus worked for the extra language, but not for the extra skill points.*****************
Just to be clear, I personally believe it would be too strong to just let Int boosting items to be so versatile. However, from a RAW point of view, that is exactly what the rules say to do if the item lacks any relevant wording.I dont trust just using the Headband faq, because Paizo says faqs are not ment to extend beyond the asked question.
the Ioun stone was skill keyed as originally published, as referenced above. The PRD entry assumes that the Headband of Vast Intelligence language (and associates FAQ) is general rules for how +Int works in Pathfinder.
| Derklord |
When did they errata it?
5th printing of the CRB.
Page 521—In the Ioun Stone table, at the end of the scarlet and blue sphere Effect entry, add a superscript “1”. (...) In the footnotes section, add the following footnote before the existing footnotes and renumber them accordingly:
1 This stone has one skill associated with it, as a +2 headband of vast intelligence.
| Meirril |
The Staff of Mithral Might also just gives +2 enchanment to Int with no other wording.
You aren't seriously suggesting that some object you hold in your hand should be treated as a permanent bonus? I'd like to imagine that the wielder lets go of it when they sleep, eat, get dressed and other daily activities where holding a long, bulky object would be inconvenient.
| blahpers |
Temperans wrote:You aren't seriously suggesting that some object you hold in your hand should be treated as a permanent bonus? I'd like to imagine that the wielder lets go of it when they sleep, eat, get dressed and other daily activities where holding a long, bulky object would be inconvenient.
The Staff of Mithral Might also just gives +2 enchanment to Int with no other wording.
After 24 hours, absolutely. You don't have to actually hold it in your hand if you can find another way to possess it. Of course, given its bulk, I suggest sleeping on your back holding the staff in your best "I'm a dead hero in a coffin" pose . . . or shoving it into your handy haversack and hugging the latter like a teddy bear.
Diego Rossi
|
Temperans wrote:You aren't seriously suggesting that some object you hold in your hand should be treated as a permanent bonus? I'd like to imagine that the wielder lets go of it when they sleep, eat, get dressed and other daily activities where holding a long, bulky object would be inconvenient.
The Staff of Mithral Might also just gives +2 enchanment to Int with no other wording.
Well, if you consider that to get the intelligence/wisdom/charisma permanent bonus we would have to wear a headband forever, even when bathing, washing the hair, comb them and so on, and we will have to wear those belts even when in bed, going one step further and keeping an item in one of your hands for several days isn't so outrageous.
BTW, the item says "It also grants a +2 enhancement bonus to Intelligence to whoever possesses it." Possessing something isn't the same thing as keeping it in your hand.
It is a wonderfully indefinite term.
Edit:
blahpers said that well before me, but technically possessing something means that you are the item owner. So, as long as no one take up the item and call it as your owner, you possess it.
Strife2002
|
I apologize for casting raise thread here, but seeing as how I came to this thread via a Google search for a question I had, I might not be the only one that sees this. It's worth mentioning that the version of the crimson sphere ioun stones people kept bringing up in this thread that had a listed price and details for crafting them were from Seeker of Secrets, a book that was being written and published at the same time when the 1st printing of the Core Rulebook was being written and published. Years later, those ioun stones were reprinted for the Rise of the Runelords Anniversary Edition adventure path, where they were updated into minor artifacts (and rightfully so).
And any item that grants an Int bonus should definitely have an associated skill increase tied to it, even if the description omits that later-added-but-definitely-needed ruling. Oh, and the staff of mithral might? "Possess" doesn't mean held as others have stated, and Ordikon from Rise of the Runelords was the wielder of this staff and he had his skill ranks assigned as if that staff was granting some. It definitely needs to have a skill associated with it.
| LordKailas |
I apologize for casting raise thread here, but seeing as how I came to this thread via a Google search for a question I had, I might not be the only one that sees this. It's worth mentioning that the version of the crimson sphere ioun stones people kept bringing up in this thread that had a listed price and details for crafting them were from Seeker of Secrets, a book that was being written and published at the same time when the 1st printing of the Core Rulebook was being written and published. Years later, those ioun stones were reprinted for the Rise of the Runelords Anniversary Edition adventure path, where they were updated into minor artifacts (and rightfully so).
Both versions appear as entries on Nethys which is considered to be an official source.
Rise of the Rune Lords version
I'm not sure why this item requires the artifact status as they seem to follow the item creation guidelines. 3 of the normal stones cost 72k gold and provide a +6 int in the form of a slotless item. A headband of vast intelligence +6 generates the same effect and costs 36k. The item creation rules state that slotless items cost double. So, a slotless version of the headband would also cost 72k. Granted it doesn't have any of the advantages that ioun stones have, but it also doesn't have any of the drawbacks, so ultimately it's a wash.
Even knowing about these I've never had any desire to grab any. Instead I just loaded up on the much more cost effective Scarlet and blue ioun stones to cover all of my skill based needs. Sure the Int bonuses don't stack but I was never making and implanting them for the int bonus to begin with.
There was a fairly recent thread about this here. The general consensus seems to be that while these items do not grant skill ranks by the RAW, its fully intended that any time an item increases your intelligence it grants virtual skill ranks as per the headband of vast intelligence.
As for the staff, most staffs that grant benefits like this state that they are conveyed to the wielder. The only other item I'm aware of that has an effect like this that talks about a "possesser" gaining the benefits is the rod of splendor. Based on the way that item is worded I'm inclined to agree that a staff of mithral might doesn't have to be wielded. But I wouldn't have any issue if a DM stated that I had to have the thing on my person somewhere in order to gain it's benefits.
edit: scanning over the thread I see that just about every point I just made has been made previously by others. I'm not sure why you bothered necroing this thread as neither you nor I have contributed anything new other than to point that that there is an official artifact version and an official regular version of the same 4 items.
Diego Rossi
|
Even knowing about these I've never had any desire to grab any. Instead I just loaded up on the much more cost effective Scarlet and blue ioun stones to cover all of my skill based needs.
It isn't only that the int bonuses don't stack. You get the skill points only because your intelligence increases, so you will get only a single skill at a time. Sure, you can buy 9 Scarlet and Blue stones for the price of 3 Crimson Spheres, but then you will have to juggle them to get the skill you want when you want it. Feasible and even cost-efficient if you want a small number of skills, but at the same time doing that means that you will never wear an item that will increase your intelligence permanently.
| LordKailas |
LordKailas wrote:It isn't only that the int bonuses don't stack. You get the skill points only because your intelligence increases, so you will get only a single skill at a time. Sure, you can buy 9 Scarlet and Blue stones for the price of 3 Crimson Spheres, but then you will have to juggle them to get the skill you want when you want it. Feasible and even cost-efficient if you want a small number of skills, but at the same time doing that means that you will never wear an item that will increase your intelligence permanently.
Even knowing about these I've never had any desire to grab any. Instead I just loaded up on the much more cost effective Scarlet and blue ioun stones to cover all of my skill based needs.
That's not the way the ability is stated.
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.
The associated skill ranks are an ability that is independent from the intelligence increase. There is no indication that if you would no longer get the skills when wearing a +2 headband if the party wizard turns around casts fox's cunning on you.
When bonuses overlap it doesn't mean that the lesser bonus isn't there any more it still applies it just doesn't affect the total.
| Lelomenia |
Diego Rossi wrote:LordKailas wrote:It isn't only that the int bonuses don't stack. You get the skill points only because your intelligence increases, so you will get only a single skill at a time. Sure, you can buy 9 Scarlet and Blue stones for the price of 3 Crimson Spheres, but then you will have to juggle them to get the skill you want when you want it. Feasible and even cost-efficient if you want a small number of skills, but at the same time doing that means that you will never wear an item that will increase your intelligence permanently.
Even knowing about these I've never had any desire to grab any. Instead I just loaded up on the much more cost effective Scarlet and blue ioun stones to cover all of my skill based needs.That's not the way the ability is stated.
Headband of Vast Intelligence wrote: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.The associated skill ranks are an ability that is independent from the intelligence increase. There is no indication that if you would no longer get the skills when wearing a +2 headband if the party wizard turns around casts fox's cunning on you.
When bonuses overlap it doesn't mean that the lesser bonus isn't there any more it still applies it just doesn't affect the total.
if the skill rank increase is separate and independent from the Int increase, then you should also get bonus skill points from the Int increase per FAQ. That language is either a general explanation of how retroactive skill bonuses work in pathfinder or a specific explanation of how they should be handled for this item.
| LordKailas |
if the skill rank increase is separate and independent from the Int increase, then you should also get bonus skill points from the Int increase per FAQ. That language is either a general explanation of how retroactive skill bonuses work in pathfinder or a specific explanation of how they should be handled for this item.
The FAQ seems to provide and explanation as to why int boosting items like headband of vast intelligence were given the additional ability of providing skill ranks. As well as stating that you explicitly do not gain skill ranks from your int being boosted. That doesn't mean the two are linked.
For example.
Cloak of the bat provides a +5 competence bonus to stealth checks. It also allows you to hang upside down. The reason for this is because the cloak is trying to emulate the abilities that a bat has. That's why it does both. However, putting on a ring of chameleon power (which grants a +10 competence bonus to stealth checks) does not prevent me from being able to hang upside down, even though the ring provides provides a superior non-stacking bonus.
Diego Rossi
|
@LordKailas
Headband of Vast Intelligence: If I wear this item, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?
No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.
posted August 2011 | back to top
Only the first Scarlet and blue ioun stone increase your intelligence. The others do nothing.
| LordKailas |
@LordKailas
FAQ wrote:Only the first Scarlet and blue ioun stone increase your intelligence. The others do nothing.Headband of Vast Intelligence: If I wear this item, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?
No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.
posted August 2011 | back to top
Last I checked the word represents means that it's not the real thing, it's a facsimile or stand in. A sentence that means what you're indicating would say.
"The skill associated with the magic item results from the item increasing your intelligence."
Instead it states.
"You do not gain skill points as a result of your intelligence being magically increased by an item. The skill ability that the magic item has, is present in order to grant the skill ranks a character normally gains from spending skill points that are gained as a result of non-magical increases in intelligence. If items did grant skill points it would cause a double dipping effect where you would get extra skill points you can distribute however you wish, in addition to the skill rank ability that's been added to make up for the fact that items that magically increase your intelligence do not grant additional skill points to the character."
Again, I understand why the ability was given to the item. But that doesn't change that it is an ability that is separate from anything else the item does.
The magic item Headband of the Sage even alters the number of skill ranks you get such that you gain a fixed number of ranks regardless of how many HD you have. This shows that the skill ranks you are gaining are completely independent from the intelligence increase received by the character.
| Lelomenia |
As used in Pathfinder rules, the word “represents” means “the designers chose this approach to realize this feature mechanically in the game”, e.g., “ Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you.” (CRB). “ A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction.” (CRB)
| LordKailas |
As used in Pathfinder rules, the word “represents” means “the designers chose this approach to realize this feature mechanically in the game”, e.g., “ Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you.” (CRB). “ A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction.” (CRB)
I see. I agree Diego Rossi's assement then. It does mean that headband of the sage is a terribly implemented item. instead of just giving the intelligent item skill ranks of its own it steals the +6 int benefits from the wearer instead.
Diego Rossi
|
It does mean that headband of the sage is a terribly implemented item. instead of just giving the intelligent item skill ranks of its own it steals the +6 int benefits from the wearer instead.
It depends.
If you are the one crafting your headband you can choose 6 non maximized skills that you want to increase. That way you get 24 points for sure.With a normal +6 headband of vast intellect, you get 3 maximized skill, potentially 60 points when you reach level 20. But how many points you have already spent on those 3 skills? Or you go and choose, at a high level, 3 skills that you have never trained and never felt the need to train?
To make an example where we choose 3 useful skills that a wizard would try to maximize.
Around level 4 you get a headband +2 with spellcraft as the linked skill.
Around level 10 you improve it at +4 adding perception to the linked skills.
Around level 14 you improve it at +6 adding Knowledge arcana to the linked skills.
Around level 16 the campaign ends.
You get 48 skill points, but you had already paid for 28, so, in reality, you gained only 20 skill points.
And you are a targeted dispel magic away from having 3 key skills reduced in level for a day.
Even if it isn't RAW, my playing group prefer to do a bit more bookkeeping and give "spendable" skill point, with the requirements to register what skill points are available only when the headband is active and that assigning the same number of skill points to the same skills if the headband is upgraded or exchanged for a new one.
That way we avoid the problem of swapping headbands to get a different set of skills, and that the character benefit in full from the new skill points received when he get an headband.
| LordKailas |
LordKailas wrote:It does mean that headband of the sage is a terribly implemented item. instead of just giving the intelligent item skill ranks of its own it steals the +6 int benefits from the wearer instead.It depends.
If you are the one crafting your headband you can choose 6 non maximized skills that you want to increase. That way you get 24 points for sure.
With a normal +6 headband of vast intellect, you get 3 maximized skill, potentially 60 points when you reach level 20. But how many points you have already spent on those 3 skills? Or you go and choose, at a high level, 3 skills that you have never trained and never felt the need to train?To make an example where we choose 3 useful skills that a wizard would try to maximize.
Around level 4 you get a headband +2 with spellcraft as the linked skill.
Around level 10 you improve it at +4 adding perception to the linked skills.
Around level 14 you improve it at +6 adding Knowledge arcana to the linked skills.
Around level 16 the campaign ends.
You get 48 skill points, but you had already paid for 28, so, in reality, you gained only 20 skill points.
And you are a targeted dispel magic away from having 3 key skills reduced in level for a day.
Seems a strange approach. If it's a skill I care about then I go ahead and spend my skill point in them. The only skills I ever pick to be enhanced by items are skills that "would be nice" to be higher but otherwise don't have priority. With my last wizard I choose skills along the lines of fly, knowledge local, and heal. In this way the items give me a full benefit. Sure I likely miss one point on these skills but thats only because I try to put at least 1 skill point into every skill that is a class skill for my character just to get the extra bonus. So, a 10th level character (for me) would gain 18 skill points.
To be clear the sage headband only allows the selection of knowledge skills, even if you're the one crafting it. Assuming that I pick 6 skills that I've not maxed out I would get a total of 18 ranks meaning I'm already breaking even from a pure math perspective. The other problem though is that all it's really doing is giving me +3 to a bunch of skills. The regular headband however is granting a bonus that is literally triple that to two skills. The way that pathfinder DCs work a +3 is unlikely to make much of a difference in most cases, whereas a +9 ensures that even on my worse day I'll get better than common knowledge on a check.