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VRMH wrote:
I never understood why Tieflings get a Charisma penalty in the first place, but them's the breaks.

If you had actually read my post, you would have gotten it. They are given Cha penalties because they are devilish looking by description. This causes others to avoid them. If people avoid them, then they cannot interact with them, thus preventing them from forcing/coercing/compelling/manipulating others to do their will. Charisma is a mental ability, not a physical attribute, although modern american ideology would have us believe otherwise...

And how in the hell is Use Magic Device NOT socererish???


Ok everybody, here it goes again.

I know that there have probably been multiple posts about this, but I have yet to get a clear answer on the Fiendish sorcery class feature on Tieflings. the entry states:

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

The purpose of this is clearly to offset the natural -2 to Cha that tieflings suffer due to their inherent alien nature, which would prevent them from forcing their self/ideas/personality on others around them in the world, and how much they pay attention/listen (not how good they look). The more Cha one has, the more people pay attention and listen to their ideas. However, this does not tell me which abilities it modifies.

Obviously it would increase the times/rounds I can use the 1st level bloodline powers of each bloodline. I would assume it would increase the spell DC of my spells. But does it give me bonus spells? and what about skills? I mean I get that tieflings would have a natural disadvantage in the diplomacy department, but Use Magic Device? Bluff? Disguise? INTIMIDATE? all of these the tiefling is supposed to be (stereotypically) good at.

Any clarification would be helpful.

Also, on a side note, I would say that if you are playing around with alternate Tiefling heritages (e.g. Daemon- or Rakshasa-born) then they should be able to use this feature when taking those respective bloodlines.


so in effect, if your animal companions Int is 3 or higher, you can put skills in Linguistics, thus allowing it to learn whatever language is necessary for bonus tricks to become obsolete


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It does in fact benefit the animal companion in 1 way. From the animal companion section of the CRB:

Animal Skills
Animal companions can have ranks in any of the following
skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex),
Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth*
(Dex), Survival (Wis), and Swim* (Str). All of the skills
marked with an (*) are class skills for animal companions.
Animal companions with an Intelligence of 3 or higher
can put ranks into any skill.


do this include skill checks, such as intimidate?