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Illustration by Mauricio Herrera


Monkey See, Monkey Do? An FAQ on Intelligent Animals

Tuesday, March 29, 2011

This is an odd FAQ item that we see pop up on occasion in a variety of different places. What happens when an animal gets an increased Intelligence score? There are a lot of different ways this can happen, and a number of strange routes that a GM could take when resolving this issue. Today, we are going to attempt to untangle this particular knot and see if we can't come up with some guidelines that make sense.

There are many ways an animal can gain intelligence. It can gain hit dice and apply its ability score boost to Int. It can gain the advanced simple template. A druid could cast awaken on it. Regardless of the source, an increase in Int comes with all of the standard bonuses, such as additional skill points. Once a creature's Int reaches 3, it also gains a language. This is where things start to get tricky. "Really, now my pet monkey can talk?" Well, not really. Allow me to explain.

Gaining a language does not necessarily grant the ability to speak. Most animals do not possess the correct anatomy for speech. While a very intelligent dolphin might be taught to understand Common, there's no way for him speak it. There is also the issue of learning the language. The rules are mostly silent on this front, due to ease of play for PCs, but a GM should feel safe in assuming that it might take years to actually teach Common to an intelligent animal. All of this, of course, assumes that the animal even bothers to fill that language slot. Possessing the ability to use a language does not necessarily mean that such an ability is utilized.

Another aspect of intelligent animals is tool use. There are a number of feats that convey an understanding and the proper use of weapons and armor. Generally speaking, these feats are off-limits to animals, but when their intelligence reaches 3, the rules state that they can use any feat that they are physically capable of using. Some people take this to mean that they can equip their animal companion in chainmail and arm him with a greatsword given the correct feats. While you could interpret the rules in this way, the "capable of use" clause is very important. Most weapons require thumbs to use properly, and even then, few animals would choose to use an artificial weapon in place of the natural weapons that have served them all their life. It's what they were born with, after all, and virtually no amount of training will change that. In the end, the GM should feel free to restrict such choices if he feels that they take away from the feel of his campaign. The rules themselves are left a little vague to give the GM the latitude to make the call that's right for his campaign.

The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks. A GM should, however, make exceptions in the case of how such an intelligent animal might react in absence of instructions. It might not know to unlock a door to escape a burning building—as that's a fact that's learned over time and experience—but a smart animal might have a better chance of finding a way out.

The spell awaken changes much of this, however, since the spell is specifically designed to raise a creature up to sentience. GMs should feel free to loosen the above guidelines in the case of animals who have been the subject of this spell (since they become magical beasts), but should also note that awakened animals do not continue to serve as animal companions or familiars. Such creatures gain their own desires and feelings, and may seek to set out on their own to determine their own fate. They may not leave right away, but GMs should keep in mind that eventually any such creatures (or trees) may wish to leave to find their fortune.

Note that while the monster guidelines talk about a maximum Int for an animal, this only applies to the creation process. Giving an animal a higher Intelligence score does not somehow transform it into a magical beast, unless the effect says otherwise, such as in the case of awaken. Animals can grow to have an Int higher than 2 through a variety of means, but they should not, as a general rule, be created that way.

Well, that about wraps up our look at intelligent animals. We hope these guidelines and ideas help inform the issue in your game. If you have any further questions on the topic, ask them in the comments to this blog. Until next time!

Jason Bulmahn
Lead Designer

More Paizo Blog. Link. Tags: Animals, Design Tuesdays, Mauricio Herrera, Pathfinder Roleplaying Game
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Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Tales Subscriber
Set wrote:
Kirth Gersen wrote:
Set wrote:
Apes with greatswords, on the other hand, ouchie.
Again, if we clarify that fully opposable thumbs are needed for weapon use, and make it a property of the Animal type that animals don't have fully opposable thumbs,

But is that true? Can monkeys, apes, raccoons, etc. not actually grip things effectively? 'Cause, from my days at ye olde animal park, they sure seemed to have pretty darn ferocious gripping ability, far in excess of my own, since I can't hang from a branch, wrestle stuff away from keepers ten times larger than myself and do acrobatics at the same time...

In any event, a locking gauntlet could circumvent that problem, if it existed. Double cost, as per barding rules, for the unusual hand shape, and bang, that greatsword isn't coming out of that gorilla's paw unless he deliberately takes off his locking gauntlet.

I'm not sure that this is a workable solution to the darn, dirty apes problem. Humanity is doomed!

Boy, how did those advanced apes managed to use those weapons and other devices -- as well as speaking with a command of the English tongue -- in Planet of the Apes? Damn them for not thinking about the lack of an oppose-able thumb nor the means to actually have the components to articulate their words. Evolution realism fail.

/sarcasm

;-)

Taldor

"I hate every ape I see,
From Chimpan-A to Chimpan-Z."

<The Statue of Liberty rises stage rear>

"You were right,
And I was wrong.
It was Earth,
All along."

<apes cheer>

"God, I love you, Doctor Zaius!"

<curtain>


Pathfinder Adventure Path Charter Subscriber; Modules Subscriber
Zmar wrote:
Understanding speech? You mean your grandma's sheep dog will bring you a sausage from your neighbours fridge if you causually tell him to do so?

Understanding speech? You mean you can tell me the radial drawdown in response to an induced head change in an unconfined aquifer if I casually ask you to do so?

There's understanding, and then there's understanding. The dog might understand "sausage" and "fridge," and maybe even recognize the neighbor's name, but be unable to string together the whole complex command. Likewise, you probably undertsand the words "radial" and "aquifer," but are unlikely to be able to provide an answer off the top of your head. For my part, I'd stand there cluelessly when a mechanic friend asks me to pass him the Stilson Compompeter or whatever.

In other words -- comprehension is a spectrum, not a binary proposition. So is intelligence.


Pathfinder Adventure Path Charter Subscriber

After reading though the post, I think I might go with the 1-4 range for animal intelligence. The 3-4 range would represense unusually smart, non-sentiant animals (such as animal companions or other rare cases).

They are smart enough to take initiative without being given instruction, but must still be trained for the task. For example, an animal companion (say a dog) trained to guard an area might instantly start to patrol the area when the ranger makes camp or even stops to rest. He would not wander off, but would look for hidden threats.


Zmar wrote:
Caedwyr wrote:
Purple Dragon Knight wrote:

PRPG p.16:

Intelligence (Int)
Intelligence determines how well your character learns
and reasons. This ability is important for wizards because
it affects their spellcasting ability in many ways. Creatures
of animal-level instinct have Intelligence scores of 1 or 2.
Any creature capable of understanding speech has a score
of at least 3.
A character with an Intelligence score of 0 is
comatose. Some creatures do not possess an Intelligence
score. Their modifier is +0 for any Intelligence-based
skills or checks.

This seems to indicate that sheep dogs do not have the animal type.
Understanding speech? You mean your grandma's sheep dog will bring you a sausage from your neighbours fridge if you causually tell him to do so? The dog can be thaught to perform a task upon a command. Whatever the task and the associated command are remains upon the animal handler. You can teach the dog to attack upon hearing the words "Ice cream" and he'd probabbly do this upon hearing "Nice scream" from you and other such things as well. Nope, the dog is surely not disqualified by this.

Note, that the piece of Rules text I quoted does not require understanding an entire language, just speech. If I can identify various items by speech, and use a selection of verbs in relation to those words to give commands, then that is all that is required by the rules text. The Int 3 creature does not require higher understanding of complex language. I would imagine that rules-wise a human with Int 3 would have problems with languages as well.

An example of a sheep dog understanding human speech.


I thought of something with these animal dis assigns. the current view seems to be no weapon feats. what about catch off guard and improvised weapon mastery?

for the record I find apes with pole arms silly. but having one hit you with a table or log as the environment presented might not be so bad.


Pathfinder Roleplaying Game, GameMastery Maps Subscriber
Thraxus wrote:

After reading though the post, I think I might go with the 1-4 range for animal intelligence. The 3-4 range would represense unusually smart, non-sentiant animals (such as animal companions or other rare cases).

They are smart enough to take initiative without being given instruction, but must still be trained for the task. For example, an animal companion (say a dog) trained to guard an area might instantly start to patrol the area when the ranger makes camp or even stops to rest. He would not wander off, but would look for hidden threats.

As long as you treat a human with a 3 or 4 intelligence the same way.

Althought that's probably pretty accurate, as well.


Urizen wrote:
Set wrote:
Kirth Gersen wrote:
Set wrote:
Apes with greatswords, on the other hand, ouchie.
Again, if we clarify that fully opposable thumbs are needed for weapon use, and make it a property of the Animal type that animals don't have fully opposable thumbs,

But is that true? Can monkeys, apes, raccoons, etc. not actually grip things effectively? 'Cause, from my days at ye olde animal park, they sure seemed to have pretty darn ferocious gripping ability, far in excess of my own, since I can't hang from a branch, wrestle stuff away from keepers ten times larger than myself and do acrobatics at the same time...

In any event, a locking gauntlet could circumvent that problem, if it existed. Double cost, as per barding rules, for the unusual hand shape, and bang, that greatsword isn't coming out of that gorilla's paw unless he deliberately takes off his locking gauntlet.

I'm not sure that this is a workable solution to the darn, dirty apes problem. Humanity is doomed!

Boy, how did those advanced apes managed to use those weapons and other devices -- as well as speaking with a command of the English tongue -- in Planet of the Apes? Damn them for not thinking about the lack of an oppose-able thumb nor the means to actually have the components to articulate their words. Evolution realism fail.

/sarcasm

;-)

Urizen makes some valid points. Clearly we should heed his nigh-infinite wisdom. How else can we be expected to scream "DAMNED DIRTY APPPPES!"


1 person marked this as a favorite.
Jason Bulmahn wrote:

I should also add a quick note that there was a much simpler option here...

By a very strict reading of the rules, you cannot give an animal an Int higher than 2. If you do it becomes a magical beast, at which point in time it is no longer an option for an animal companion, which obviously goes against some of the rules mentioned in the AC guidelines. We decided not to go that way, since it too broke written rules, but was even less satisfactory.

Jason Bulmahn
Lead Designer
Paizo Publishing

I'm sorry, but I'm missing a leap here (or at least it looks like a leap to me), why does the type changing on an animal companion invalidate it as an animal companion?

Name-wise you can have an issue, but that's about it as far as I'm seeing. You have progressions for animal companions that are different than 'normal' animals of the 'same' type, so what's the killer here?

Speaking of the wording in the animal companion section, what is the purpose of animal companions 'being treated as animals for the purposes of spells' if not to address that they might become type magical beast (augmented animal)?

-James


Pathfinder Adventure Path Charter Subscriber
mdt wrote:
Thraxus wrote:

After reading though the post, I think I might go with the 1-4 range for animal intelligence. The 3-4 range would represense unusually smart, non-sentiant animals (such as animal companions or other rare cases).

They are smart enough to take initiative without being given instruction, but must still be trained for the task. For example, an animal companion (say a dog) trained to guard an area might instantly start to patrol the area when the ranger makes camp or even stops to rest. He would not wander off, but would look for hidden threats.

As long as you treat a human with a 3 or 4 intelligence the same way.

Althought that's probably pretty accurate, as well.

If it was an NPC, I would. I would expect a PC to play it that way as well. I think the 3-4 range works as fuzzy range for smart animals and impaired humanoids and such. At Int 5, the creature becomes a magical beast.


The real take home lesson here is 'this is what happens when you deviate from the core rules'. Why they decided to disregard the core rules and allow animals/companions to have Martial Weapons is a bit of a mystery, but I have to say that the way people got carried away with lance wielding monkeys kinda meant the rules were always going to be reverted.


Shifty wrote:
Why they decided to disregard the core rules and allow animals/companions to have Martial Weapons is a bit of a mystery,

Actually that's a misrepresentation.

The 'rule' you are talking about says exactly:

Quote:
Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency).

Note it says 'utilize'.

And it is paired with:

Quote:
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.

Now certainly your tiger is not going to be able to wield a longsword, feat or no feat; INT 2, 3, or 23.

However if the tiger were so trained and intelligent it could wear armor (i.e. barding) and said barding could have armor spikes on them, which the intelligent tiger could use just as a fighter polymorphed into a tiger could use them.

I do agree with you in deviating from core rules that you have to becareful and closely monitor the effects of your deviations, which is why I don't think that organized play should attempt to use any house rules that they don't absolutely have to have in order to function.

-James


Back when I was playing my druid, I crafted a magical suit of barding for my lion based on the Hawkfeather Armor from the Magic Item Compendium. We ruled that I was able to create it with a command word that the lion could utter, and that he could learn the command word (and how to use it) at the expenditure of one of his tricks. As most of the tricks available to an advanced animal companion are pretty much crap (you rapidly run out of useable tricks that are worthwhile to know), this was a wonderful use of such a feature.

Of course, eventually I made it INT 3 and we just decided he knew how to use his own darn armor he'd been wearing for months anyway.


I think there are a few people reading way too much into this. The game shouldn't be written like a 1500 page law. It should be flexible and allow for the GM and players to have some fun.

When I have an animal gain a 3 or better Intelligence this is what I do:

1) They may now take any feat they qualify for but that doesn't mean they can automatically use the feat. Just because the druid's tiger wants Exotic Weapon Proficiency (bastard sword) doesn't mean he can use it. Now, if the tiger is polymorphed into a humanoid, he can then use the sword during that time.

2) The creature gains skill points as normal.

3) The creature understands the appropriate number of languages based on its Intelligence bonus. This does not give the animal the ability to speak, just to understand.

4) The creature doesn't need to learn any more tricks. Just like any other creature doesn't need to know tricks if it has an Intelligence over 2, neither does the animal.

5) The creature retains its animal type unless whatever caused it to gain a higher Intelligence also changed its type.

6) If the animal was an animal companion, the animal is easier to handle. The druid or ranger no longer needs to use Handle Animal to command the animal but still needs to use the same amount of time.

7) As GM, I reserve the right to amend these based on common sense and game play. I will do this on a case-by-case basis.


james maissen wrote:


However if the tiger were so trained and intelligent it could wear armor (i.e. barding) and said barding could have armor spikes on them, which the intelligent tiger could use just as a fighter polymorphed into a tiger could use them.

I'll pay the exceptional circumstance of the spiked armour, however I personally believe that the spikes should have been covered under the Armour proficiency cluster, as opposed to a Weapon proficiency... if that makes sense.


Caedwyr wrote:
Zmar wrote:
Caedwyr wrote:
Purple Dragon Knight wrote:
...
Understanding speech? You mean your grandma's sheep dog will bring you a sausage from your neighbours fridge if you causually tell him to do so? The dog can be thaught to perform a task upon a command. Whatever the task and the associated command are remains upon the animal handler. You can teach the dog to attack upon hearing the words "Ice cream" and he'd probabbly do this upon hearing "Nice scream" from you and other such things as well. Nope, the dog is surely not disqualified by this.

Note, that the piece of Rules text I quoted does not require understanding an entire language, just speech. If I can identify various items by speech, and use a selection of verbs in relation to those words to give commands, then that is all that is required by the rules text. The Int 3 creature does not require higher understanding of complex language. I would imagine that rules-wise a human with Int 3 would have problems with languages as well.

An example of a sheep dog understanding human speech.

If you take ability to connect sound and item as understanding...

Pleace note the bolded sentence. The dog doesn't understand the words either. It knows what the sound was like and what it was conected with, but it would be mighty confusing for him if you tried to use "Shimps" for shimpnzees and "Shrimps" for a bucket of crustaceans and I'm not sure if both items were present whether the dog would decide correctly unless you were overaccenting something like "ShRRRRimps" while teaching the dog and giving commands (dogs best react on about 3 or 4 letters pronounciation).

The understanding is limited and far from perfect. Try reading something about the experiments to tech dogs to act as a living anti-tank mines on eastern front in WWII.

And yes, I wouldn't trust human with Int 3 to do it corrrectly either.


Shifty wrote:


I'll pay the exceptional circumstance of the spiked armour, however I personally believe that the spikes should have been covered under the Armour proficiency cluster, as opposed to a Weapon proficiency... if that makes sense.

It makes sense, but rather than be an exception as you are seeing it.. it is not and simply follows the rules.

The animal is able to physically utilize such a weapon, and thus it can should it have a 3 INT.

Period. Done.

-James
PS: To Bob- I agree with everything except type.. personally as it's currently written they should be magical beast (augmented animal). If you want to alter the types as this is not palatable then you can handle both animal companions that increase INT along with awakened animals. They could become type animal(augmented) or some such, but that's starting to rewrite rules.

Andoran

The problem is that it's not magic that causes the animal to have an INT higher than 2. Making it a magical beast is nonsensical, unless it's magic that somehow distinguishes it from other animals of the same genus/species, frex, if the animal is awakened.

If I, as a human, take the "eye for talent" alternate racial ability, and my animal companion raises it's intelligence as a result, where's the magic? It's still an animal. It's just a smart - or "talented" - one.


Pathfinder Adventure Path Charter Subscriber; Modules Subscriber
Zmar wrote:
If you take ability to connect sound and item as understanding...

Reading past the second paragraph, it's the ability to distinguish nouns from verbs that was a lot more impressive.


james maissen wrote:
PS: To Bob- I agree with everything except type.. personally as it's currently written they should be magical beast (augmented animal). If you want to alter the types as this is not palatable then you can handle both animal companions that increase INT along with awakened animals. They could become type animal(augmented) or some such, but that's starting to rewrite rules.

I just don't think it makes enough of a difference as far as my game is concerned. I have only had to worry about it for a druid's animal companion and that player isn't playing a druid any more. I don't really see any need to complicate things any more than they already are.


Jeremiziah wrote:

The problem is that it's not magic that causes the animal to have an INT higher than 2. Making it a magical beast is nonsensical, unless it's magic that somehow distinguishes it from other animals of the same genus/species, frex, if the animal is awakened.

If I, as a human, take the "eye for talent" alternate racial ability, and my animal companion raises it's intelligence as a result, where's the magic? It's still an animal. It's just a smart - or "talented" - one.

How is this different than casting 'awaken' on it?

The creature is still the same except for it's sentience. The spell specifically lists out that it changes to magical beast (augmented animal) is all. And the only reason it ever did that was because animals never had INT scores other than 1 or 2.

You make an argument for a type: animal(augmented) for awaken as well as for 'animals' that have higher than animal intelligence.

It simply comes down to definitions. The latest blog is trying to blur those a little and it is causing confusions imho.

-James


I would hope that, at the least, Handle Animal checks made to train/direct an animal with Int 3+ would have a reduced DC if it's communicated in a language known to the animal.

Not that it matters for my game since I don't really intend on allowing animals to increase Int above 2 short of Awaken.


John Benbo wrote:

When I read this thread, all I can think of is Teenage Mutant Ninja Turtles...:).

Player: I cast awaken on the turtle. Once it's awakened, I begin training him in the ninja arts. He'll dual wield katanas.
DM: But the turtle doesn't have hands.
Player: What do you mean it doesn't have hands? Haven't you ever read the comic or seen the cartoon? Turtles have hands!

The hands were a mutation...


First off, holy crap that was a very large amount of posts.

Anywaaaay, I think by increasing the animals int to 3 or above doesn't make it suddenly magical or negate the handle animal skill. Although they still should be able to take feats that they meet the pre-reqs for... now a bastard sword wielding armored gorilla is some pretty stinky cheese. If I was DMing a game and one of my pc's wanted to do this it would be a homebrew template for the armor and one for the weapon, and it would take time and handle animal checks, but it wouldn't just be

"Koko takes a weapon prof"
couple sessions later
"Koko takes an armor prof"

doesn't really sit well with me that an 'animal' suddenly becomes as good as a pc with weapons and armor just case it is smart.

On the speaking points there is a feat in a third party advanced feats book for the cavalier that basically boost the companion/mounts int above 2, but all it gets is it knows more tricks, has a simple understanding of 1 language that its 'master' speaks and an intuitive understand of its 'masters' society. That I think sums up what the int boost is meant for, to more integrate the companion animal into the party instead of having them be just an attack roll that you must make a dc for to see if they attack.

Qadira

Pathfinder Adventure Path, Companion Subscriber
2 people marked this as a favorite.

having introduced Summoners into the game, and it is a game, so don't get too disappointed that lassie can't do the same thing a Sphinx can, Druids should get a rewrite to make it easier to control their pets as a class. Animal Companions should have their type changed to Magical Beast. Summoner sets a precedent on how to advance a d10 HD, fast bab creature. it voids arguments that handle animal needs to be used, it makes control of the companion creature faster and more fluid in the game, and unlocks the possibility of druids using a feat later on to have an improved animal companion at some effective druid level, like a Unicorn or Pegasus, etc. And at the same time allows Paladins to take sturdier mounts like a Unicorn or Pegasus, or Hippogriff. A Paladin's mount is already extraordinarily intelligent ( Int 6+ ). So ditching the nitty gritty of controlling animals, while keeping handle animal for diplomacy with regular animals, and giving classes with Wild Empathy a bonus on their roll and allowing them to do a rushed check at no penalty, fixes other problems.

companion entries don't need to change. but the restriction on intelligence, tricks, and how "wild" an animal is, while its Druid companion is present would be lifted.
additional entries with restrictions (unicorn, female characters only, etc. ) and other restrictions could be written up.

The problem isn't animal intelligence mixing with animal companions in a new edition that didn't get rid of some text, the problem is animal companions SHOULD be better than just animals, and should behave accordingly.

Cheliax

Pathfinder Modules Subscriber
Seraphimpunk wrote:

having introduced Summoners into the game, and it is a game, so don't get too disappointed that lassie can't do the same thing a Sphinx can, Druids should get a rewrite to make it easier to control their pets as a class. Animal Companions should have their type changed to Magical Beast. Summoner sets a precedent on how to advance a d10 HD, fast bab creature. it voids arguments that handle animal needs to be used, it makes control of the companion creature faster and more fluid in the game, and unlocks the possibility of druids using a feat later on to have an improved animal companion at some effective druid level, like a Unicorn or Pegasus, etc. And at the same time allows Paladins to take sturdier mounts like a Unicorn or Pegasus, or Hippogriff. A Paladin's mount is already extraordinarily intelligent ( Int 6+ ). So ditching the nitty gritty of controlling animals, while keeping handle animal for diplomacy with regular animals, and giving classes with Wild Empathy a bonus on their roll and allowing them to do a rushed check at no penalty, fixes other problems.

companion entries don't need to change. but the restriction on intelligence, tricks, and how "wild" an animal is, while its Druid companion is present would be lifted.
additional entries with restrictions (unicorn, female characters only, etc. ) and other restrictions could be written up.

The problem isn't animal intelligence mixing with animal companions in a new edition that didn't get rid of some text, the problem is animal companions SHOULD be better than just animals, and should behave accordingly.

Well first you are assuming that the eidolon is in any way a valid comparison for how any companion is supposed to work. A magical entity created wholly from the imagination of a powerful magic user is (and should be) fundamentally different then something you fed while walking through the park one day.

The current rules for animals and animal companions are mostly perfectly fine in regular play. If you have a problem with making an extra die roll every round to control your pet there are other options (I hear domain spells are nice).
Literally that is all you are talking about, 1 extra die roll per round you want it to do anything which you get a bonus too. Not a big enough deal to spend resource time to completely re-write the rules to do, really the exact same thing they already do well enough.


Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

Reigniting the flamewar in 3...2...1...

Andoran

Paizo Charter Superscriber, Pathfinder Battles Case Subscriber, Pathfinder Comics Deluxe Subscriber

Is this ever going to be added to the FAQ?


Pathfinder Roleplaying Game, Adventure Path Subscriber
Dragnmoon wrote:
Is this ever going to be added to the FAQ?

Why?

Andoran

Paizo Charter Superscriber, Pathfinder Battles Case Subscriber, Pathfinder Comics Deluxe Subscriber

So it has more bite. ;)


Pathfinder Roleplaying Game, Adventure Path, Companion Subscriber

I think "so everything is in one place" is a better reason.

Grand Lodge

Dom C wrote:
Neil Spicer wrote:

...but at what rate? Automatically? Does the Intelligence fade a little at a time? Something akin to ongoing ability damage from a curse or poison? Could such an animal be capable of acting intelligently for a short period of time in order to carry out one last act in dedication to its master? Could it temporarily "remember" its former intelligence somewhere down the line to do the same?

Probably more out of nostalgia, but I can't help but think of the decline in Flowers for Algernon in parallel for this.

The entire book is a great story based on this concept of gaining / loosing superior intellegence. Highly recommend a read if you haven't already.

One very big difference. Algernon doesn't gain sentience, because he was sentient before and despite what happens to him, remains sentient to the end. Animals however aren't sentient. and boosting thier Int doesn't make them so. An animal like a squirrel can be extremely clever without having the qualities of sentience.


Paizo Charter Superscriber, Pathfinder Battles Case Subscriber, Pathfinder Comics Deluxe Subscriber
LazarX wrote:
Animals however aren't sentient. and boosting thier Int doesn't make them so. An animal like a squirrel can be extremely clever without having the qualities of sentience.

I don't agree - I think that's the whole point of animals having 2 Intelligence - they're not smart enough to be sentient. They might have a high Wisdom or Charisma, but they're still just a dumb animal.

Once that familiar gets a 10 Intelligence, it's as smart as the average human. It might be an alien intelligence, especially for some of the stranger familiars, but I don't think you can validly say that a creature with Int 10 isn't sentient.


Pathfinder Adventure Path Subscriber
Disciple of Sakura wrote:
Further, the comment about weaponry training bothers me - granted, opposeable thumbs (or the opposeable enhancement from Masters of the Wild)are necessary to wield a weapon, but saying that an intelligent creature would opt to continue using its natural weapons when a much more efficient and powerful tool is available is kind of odd - it'd be like saying that humans should only be using their fists, because that's what we were born with and have used most of our lives. If I was a dimwitted but self-aware giant ape, you can bet I'd opt for an enormous length of sharpened steel that bursts into flame when I strike the enemy over my dagger-like claws. I may be stupid, but I'm not an animal...

"We are all animals, my lady." -- Darkness, Legend

As to what happens when they cease to be trained, the trouble is not that they forget what people teach them, the trouble is that they do not. They remember, and they teach others of their kind.
http://www.youtube.com/watch?v=d-0vbvy2ip4
Imagine if the humans did something really stupid:
http://www.youtube.com/watch?v=GhxqIITtTtU


Pathfinder Adventure Path Subscriber
LazarX wrote:
Animals, however, aren't sentient. and boosting thier Int doesn't make them so. An animal like a squirrel can be extremely clever without having the qualities of sentience.

Consider the difference between Sentience and Sapience.

Humans are animals. The differences in our minds is more a matter of degree, not kind.


Ok I'll try and make this Quick...

I set out with a goal to make an animal companion that could attack as part of a ride by attack.

I figured if I gave him spring attack it should work, considering a similar function. Except spring attack as it is worded is its own full round action which doesn't mesh well with others.

So then I figured if I gave him the 3 int maybe he could just take the rideby feat and take part in his own ride by attack. But this doesn't seem right because the way its worded you have to be mounted. Does a mount count as mounted or only the rider?

So then I started to wonder if a mount uses spring attack does the rider provoke. This is just plain confusing.

The only way I can see to get both mount and rider to be able to move, attack and then move again is to give both of them spring attack so its the same action. In which case the whole mounted combat tree becomes useless for what it has been designed for. This way I also am unable to use Spirited Charge which was the whole point of this build.

Any suggestions?


Redtrigger wrote:

Ok I'll try and make this Quick...

I set out with a goal to make an animal companion that could attack as part of a ride by attack.

I figured if I gave him spring attack it should work, considering a similar function. Except spring attack as it is worded is its own full round action which doesn't mesh well with others.

So then I figured if I gave him the 3 int maybe he could just take the rideby feat and take part in his own ride by attack. But this doesn't seem right because the way its worded you have to be mounted. Does a mount count as mounted or only the rider?

So then I started to wonder if a mount uses spring attack does the rider provoke. This is just plain confusing.

The only way I can see to get both mount and rider to be able to move, attack and then move again is to give both of them spring attack so its the same action. In which case the whole mounted combat tree becomes useless for what it has been designed for. This way I also am unable to use Spirited Charge which was the whole point of this build.

Any suggestions?

If your mount has spring attack, he can spring in with you on his back and attack and then move away. The rider can make a full attack while on the back of the mount. I believe that the riders attacks can be made during the halfway mark of the mounts movement, but you will have to look that up. I am not for sure.

To be sure, however, the rider and the mount do not need spring attack


Redtrigger wrote:

Ok I'll try and make this Quick...

I set out with a goal to make an animal companion that could attack as part of a ride by attack.

I figured if I gave him spring attack it should work, considering a similar function. Except spring attack as it is worded is its own full round action which doesn't mesh well with others.

So then I figured if I gave him the 3 int maybe he could just take the rideby feat and take part in his own ride by attack. But this doesn't seem right because the way its worded you have to be mounted. Does a mount count as mounted or only the rider?

So then I started to wonder if a mount uses spring attack does the rider provoke. This is just plain confusing.

The only way I can see to get both mount and rider to be able to move, attack and then move again is to give both of them spring attack so its the same action. In which case the whole mounted combat tree becomes useless for what it has been designed for. This way I also am unable to use Spirited Charge which was the whole point of this build.

Any suggestions?

If your mount has spring attack, he can spring in with you on his back and attack and then move away. The rider can make a full attack while on the back of the mount. I believe that the rider's attacks can be made during the halfway mark of the mount's movement, but you will have to look that up. I am not for sure.

To be sure, however, the rider and the mount do not need spring attack

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