|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
If the feat is granted by a class feature that says you gain the feat even if you do not meet the prerequisites (or that you can ignore the prerequisites, etc), then you can still use it even if your Intelligence drops.
Oh, and Intelligence is properly called an ability score. In Pathfinder, a stat block is a condensed collection of all of a creature's capabilities, not just ability scores.
My group always plays 25 point. It's more fun for the players, and I personally don't feel like anything is a cakewalk. Maybe that's GM tactics, maybe it's the lack of dump scores.
I see no problem with a GM making a list of what is allowed and what is banned. That's just good sense.
As for the pre stocked Magic shops, if your players are fine with it then who cares?
Iron Body Method
Studied in the Art
Countering a Spell
Where are the casters?
If the Spellbreaker feat is that important, then it should be handed out as a class feature or as part of a class feature. Not sure what level though.
Would some kind of Detect Magic ability be appropriate?
Identifying a spell with spellcraft doesn't need an action, I think, but doing so to gain a benefit warrants an action of some kind. Maybe at high level it no longer requires an action.
Isn't RP it's own reward? ;)
Seriously though, if you want to implement rewards for RP, then you're going about it the wrong way, I think. As Zahyne pointed out, it can favor the most talkative player.
-Good role-playing can benefit the entire party. A meeting with an NPC might get them special equipment, a feast, spellcasting, permission to go somewhere, information, fame, free room and board, or a favor. It can be almost anything.
-RP can also lead to resolving an encounter without murdering the other creatures on the battle map. This can be a tough hurdle for some players, but once it has happened, it is more likely to happen again.
-If you really want to use RP rewards for individuals, then make sure that the rewards are gained when the player does something new or meaningful or particularly clever. If dealing with NPCs is easy for the talkative player, then he isn't stretching his boundaries. He's just hogging the spotlight.
-Instead of XP, think of something else, such as handing them a token that can be given back to you for a boon, such as the ability to re-roll a skill or saving throw or add a bonus to it? Maybe the token causes a check to automatically succeed.
-Some players write up a backstory for their characters. A reward could be given out when the player makes an important choice based on that, instead of what is convenient. As with the talkative player, don't continually reward a player who does this on a regular basis.
-Some characters love puzzles and impossible situations, and try to wrap their heads around any problem. These kinds of successes aren't resolved by skill checks and spells. Don't forget to reward good ideas.
Weapon and Armor Proficiencies
Studied in the Art
I'd use a knowledge check instead of survival. The DC should kind of tough, but managable for someone with the dedication. Base the skill DC on the DC of the poison (+5 maybe?), but also increase it for inhaled poison. After that, I would still require some manner of GP investment and a craft skill check before the poison is usable. We can just assume that it needs to be stored properly or something needs to be added to keep it from breaking down and becoming inert. I would skip the craft check if its being used on the spot.
In the 2nd edition Player's Handbook, there appeared in two places the story of a theoretical adventuring party that had one character of each of the nine alignments. One passage was about a battle and the other was in regards to how the survivors wanted to split up the loot. It was preposterous that it could ever happen, but was pretty interesting to read.
Its been a really long, long time since I read it, so I can't relate all of the pertinent details, but I do remember that while the LG character chose to charge the foes and fight them, the NG character saw that the captive villager was left unattended, so instead chose to free the villager. (The character of each alignment chose differently)
It is not proposed that you follow this as a guide, but that you weight the values of each character you play. Good vs evil is easier to comprehend in theory (if not in practice), but law vs chaos is slippier to get ahold of. For starters, think of it as "how" your good or evil nature happens.
It seems like a waste of a wizard's capabilities. Pumping one spell to incinerate critters all day seems an unwise choice compared to a wizard diversifying his spell list.
Sounds like you have nothing to be worried about then.
But, since you brought the question up, I will suggest that a gentleman would not not cross certain lines with a woman unless she does so first, or she says its OK. But if you already know that a line is OK to cross before a particular woman lets you know it is, then you don't need to be asking advice from people on the internet.