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Feeblemind-ed question...


Pathfinder Society® General Discussion

Qadira ***

How much does it cost to remove the condition? It looks like it should be 660gp from what I've been able to find - but I want to do it correctly, so can someone walk me thru this? (I am after all, feebleminded, and my search-fu is failing me).

*****

Pathfinder Adventure Path Subscriber

660gp

Shadow Lodge *

Your cheapest option is getting Heal cast on you:

Caster level × spell level × 10 gp

11 x 6 x 10 = 660gp.

Qadira ***

Thanks all! (that's what I thought, but I've been wrong enough lately...)

Shadow Lodge *

Now, having your character know enough to get healing and where to find it (Hurray Int 1!) is a different question.

**

Serum wrote:
Now, having your character know enough to get healing and where to find it (Hurray Int 1!) is a different question.

This is where fellow Pathfinders come into play.

Granted, these are Pathfinders, and it goes without saying they'll have a good laugh at the victim's expense on the way to the Temple (taking him to a tavern, for example, or setting him loose at an exclusive soiree), but eventually they'll get him there for a Heal spell.

Such is the nature of fraternal orders :)

Qadira ***

yeah... and I figure they took pictures.

a sideline sort of question.

My PC (6th lvl Alchemist) got Feebleminded. What can he do?
My judge ruled that he was down to natural attacks - perhaps a grapple. So that's what I tried (needed to save my friends someway), poorly. But in looking back thru old posts I'm not so sure.
The Alchemist also had on a headband of Int. (+2) ... so does he have an Int of 3? would he be able to throw bombs that do 3d6-4? and do 1d6-4 with acid flasks?

*****

Pathfinder Adventure Path Subscriber

Grapple would only apply if you're a creature that does that naturally. Doing so as a humanoid requires a certain amount of skill. I would lean towards allowing improvised weapons.

The headband question is interesting. The spell reduces your Int to 1. The headband was worn over 24 hours, so it's not considered a temporary bonus.. I would lean toward the bad side of things and say that your Int is 1 with that particular headband. Without it.. don't ask.

Either way, I think it'd been said before that if you don't take care of the feeblemind, you're done as a Pathfinder.

Qadira ***

Kyle Baird wrote:

Grapple would only apply if you're a creature that does that naturally. Doing so as a humanoid requires a certain amount of skill. I would lean towards allowing improvised weapons.

The headband question is interesting. The spell reduces your Int to 1. The headband was worn over 24 hours, so it's not considered a temporary bonus.. I would lean toward the bad side of things and say that your Int is 1 with that particular headband. Without it.. don't ask.

Either way, I think it'd been said before that if you don't take care of the feeblemind, you're done as a Pathfinder.

no question on the need to take care if it... just wondering what I'll be able to do next time it happens.

Lots of other questions, but perhaps they would be better on the Rules board.
Thanks again!

*** Venture-Lieutenant, Georgia—Atlanta aka Yiroep

For those times you can't get a heal, a "suppress charms and compulsions" spell (level 2) can give you 10 minutes of feeblemind-free time. Also useful for those times when people are targeted with hold person, power word: stun, and deep slumber. And then of course dominate, charm, etc.

...just keep in mind it also suppresses things like rage and heroism, too (although you can recast those afterwards).

*****

Pathfinder Adventure Path Subscriber

I'm not sure that spell would work given the duration of feeblemind is permanent. That being said, suppress charms and compulsions is a solid spell!

*** Venture-Lieutenant, Georgia—Atlanta aka Yiroep

Yeah, you're right, it doesn't work on feeblemind.


Only the spells listed in the description of Feeblemind can remove Feeblemind.

It's been specifically stated in the description of the spell which spells can dispel it.

Grand Lodge ****

Int 1 is less smart than most animals. Even if you had the ability to still use bombs, you wouldn't be able to think of doing that. I'd allow improvised weapons in melee, but that's about it. While alchemist's bombs and extracts aren't *technically* spells, spellcasting is lost because you're below the minimum stat required to cast even 0-level spells, so I'd say those would go away as well.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

I would agree about the bombs and extracts, but not about the weapons.

After a certain point, using a weapon correctly becomes more instinctive than intellectual. Believe me, if you are fencing someone, you aren't thinking about his attack being in low 2nd, or high 3rd or whatever, you are reacting to his attack, and riposting by training not thinking about it.

If you are thinking about your attack, you are going too slowly.

**** Venture-Captain, New Jersey aka Shivok

kinevon wrote:

I would agree about the bombs and extracts, but not about the weapons.

After a certain point, using a weapon correctly becomes more instinctive than intellectual. Believe me, if you are fencing someone, you aren't thinking about his attack being in low 2nd, or high 3rd or whatever, you are reacting to his attack, and riposting by training not thinking about it.

If you are thinking about your attack, you are going too slowly.

thats because the training has become like second nature, you would still need intellect to know remember how to riposte. Someone with an intelligence on 1 has animal intelligence. they could use the weapon as a club of some sort but they may hold it from the bladed side/backwards/put it in thier mouth instead of from the hilt.

Qadira ***

so, what needs to be added to the spell description?

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

do we need to change the line "The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently" to include Use Weapons effectively? Or is Weapon Use Wisdom based?

Edit: Wait, this needs to be over on the Rules Board. Sorry for the derail - the original question was answered...

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