| Sandslice |
I wouldn't say that the sage headband allows its creator to assign anything. As an intelligent item (with an obvious purpose of being intelligent), I'd imagine that the item gets to pick what Knowledge subskills it has. :P
Also, it's 24 ranks - 4 each in 6 subskills, plus also being a helm of comprehend languages and read magic (yay, cross-slot power!) and the ability to hyper-quicken a Legend Lore spell once per week. Seriously, the casting time on that could be as high as 2d6 weeks, and the sage headband can do it in one standard.
What a legend. It deserves to pick its own skills just for that.
----
To the current state of topic, wherein:
- Headbands that raise Int handle the effective increase's skill gain in an explicit way.
- All but two of the other items that boost Int (and aren't headbands) figured into the earliest Adventure Paths, written with 3.5 rule assumptions - RotR (1-6), and CotCT (7-12). The other two are the eye of the cyclops (from a comic book about goblins), and the Dance of Seven Veils (from the sequel to RotR.) These don't describe how the effective increase's skill ranks work, nor if they even do.
The 3.5 rule assumptions in question are that skill ranks are NOT retroactive when modifying Int in either direction; and item-based bonuses are ignored when calculating new skill ranks at level-up.
So we have some options, each of which has its own good and bad points you'll need to explore:
1. Treat those other items like other 3.5-rule items, and update them (by having them grant BOUND skill ranks like headbands do.
2. Restrict skill-rank gains to headbands. The other items just don't grant them.
3. Allow the interpretation that non-headbands grant FREE skill ranks, while headbands are relegated to granting BOUND skill ranks.
Diego Rossi
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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.
I follow the same approach when playing RAW, but at that point who really cares if he has maximized ranks in Knowledge (nobility), Knowledge (Geography) and Knowledge (History) or 4 extra ranks in them (retaining what they have already spent) and another 3 skills?
Diego Rossi
|
I wouldn't say that the sage headband allows its creator to assign anything. As an intelligent item (with an obvious purpose of being intelligent), I'd imagine that the item gets to pick what Knowledge subskills it has. :P
Also, it's 24 ranks - 4 each in 6 subskills, plus also being a helm of comprehend languages and read magic (yay, cross-slot power!) and the ability to hyper-quicken a Legend Lore spell once per week. Seriously, the casting time on that could be as high as 2d6 weeks, and the sage headband can do it in one standard.
What a legend. It deserves to pick its own skills just for that.
If you are creating the item you are crafting its intelligence. I don't see why it should choose them or how it can do that before being crafted.
The knowledge should come from somewhere.
Strife2002
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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.
I specifically raised the thread because nobody before had mentioned the items' changes in RotR:AE, which should take precedent given the later publishing date. I know Archives of Nethys lists both versions, but as I stated, I believe RotR updated them because the Seeker of Secrets versions were created at the same time that the rules of Pathfinder were still being finalized, and the RotR-version descriptions even call out Seeker of Secrets in their description. It also wouldn't be the first time that a correction or update was "stealth errata'd" via a reprinting in another source and not directly called out by Paizo.