Raising intelligence


Pathfinder Society

Silver Crusade

Fairly certain I know the answer to this. But I figured I'd ask in case I missed something. Are there any other Society-Legal items that raise intelligence besides the Headband of Vast intelligence and Ioun Stone. (Which correct me if I'm wrong, don't stack.)

On a side note, any interesting magic items for a level 7-8 Alchemist for the hell of it would be a help.

3/5

They do not stack. they are enhancement bonuses

There is a scenario that CAN give you +2 to any stat for a real life 1 year time span infernal bonus

There are the tome sin the core that raise stats too, a wish spell can raise it too. inherent bonus

Silver Crusade

What scenario is that?

4/5 ****

2 people marked this as a favorite.

Spoilers.

3/5

It is a fun scenario. Just bring milk for the cookies.

Sczarni 5/5 5/55/5 ***

Are the manuals that raise ability scores not legal? They give an inherent bonus. I know they're like 27,000gp though.

And IIRC there are three types of Ioun stones that raise ability scores. One that gives a +2 enhancement that doesn't stack, two that give +2 each, but only when used in pairs, and one that gives a +2 enhancement that stacks with other enhancement bonuses (like from a headband).

4/5

For alchemists there is a discovery - cognatogen that is a version of a mutagen that raises your mental stats (with a penalty to your physical stats and a drawback of lingering damage)

Items for Alchemists to think about:

Boro beads (like pearls of power for Alchemists)

Vest of Stable Mutagen (20k so perhaps you have to wait a few levels) - but removes drawbacks to using your mutagens

Preserving Flasks - keep extracts around for another day (or infusions)

A strange one but a Cloak of the Hedge Wizard (Divination) gives an Alchemist at will Detect Magic (so you can identify magic items other than potions w/o casting Identify) - very cheap and the once a day True Strike is fairly useful for Alchemists as well.

Grand Lodge 4/5 5/5 *

A couple others come up too..

Hybridization Flask (mix two Alchemical Weapons), takes time to prep and you only have a day to use them in.

Poisoner's Gloves: Gives an Alchemist some fun options. Some fun.. some wicked.. some downright cheesy.

Volatile Vaporizer, while expensive, can make for a quick and well planned 'sharing' of one vital potion.

Formula alembic lets you make potions/extracts into a form that you can get it into your formula book.

Shadow Lodge

Rycaut wrote:
Vest of Stable Mutagen (20k so perhaps you have to wait a few levels) - but removes drawbacks to using your mutagens

A Ring of Inner Fortitude (minor) costs 2k less, and is arguably more useful; it reduces ALL temporary ability score penalties by 2 points, and reduces ability drain by 1 point. Not only does this completely eliminate the penalties from mutagens, it also halves the ability damage after a cognatogen.


Thomas Graham wrote:

A couple others come up too..

Hybridization Flask (mix two Alchemical Weapons), takes time to prep and you only have a day to use them in.

Poisoner's Gloves: Gives an Alchemist some fun options. Some fun.. some wicked.. some downright cheesy.

Volatile Vaporizer, while expensive, can make for a quick and well planned 'sharing' of one vital potion.

Formula alembic lets you make potions/extracts into a form that you can get it into your formula book.

Those Poisoner’s Gloves are an interesting way to deliver the poison, although I do wonder if it is worth it as I am not sure if I feel poison use is worth it.

I just created an Alchemist and was looking forward to trying the poison route as I’ve never done it before, and I saw the list on UE and could definitely see the potential. But when I saw the legal list for PFS, I will admit I was disappointed. A lot are only 1d2 ability damage, or if they are higher, it is a low saving throw.

I just wonder if it’s worthwhile to try and pursue the poison route at all. If I had access to the whole list, definitely, but with the available poisons, I just don’t know.

5/5 *

There are a lot of other uses for poisoner's gloves other than poisons. like Thomas says, some downright cheesy.


Yes, I know. But I was just commenting on the poison aspect.

5/5 *

I have a ranged ninja that dabs in the poison route. I manged to collect a few chronicle sheets that unlock some pretty neat poisons, like frostspore which just adds 1d6 cold damage and a save or be staggered.


That staggered possibility is really nice, what is the save DC?

Also, are there poisons that can be unlocked on chronicle sheets besides ones that are on the current legal list?

I don’t remember seeing Frostspore on the legal list of poisons. If you can get more on chronicle sheets, that is really nice, but then I guess it depends on how often that might happen.

5/5 *

Yes, most others that are not on the legal list will be unlocked through chronicle sheets, which is nice. Sadly most have a # of doses limit. But poison is expensive as it is, so I don't spend that much cash on it, just a few mostly for fun. If I'm looking for a poison'like effect, I just buy thistle arrows for 1gp a pop :)

The Exchange 5/5

CRobledo wrote:
There are a lot of other uses for poisoner's gloves other than poisons. like Thomas says, some downright cheesy.

I actually put Infusions of Breath of Life in Poisoner's Gloves - then I give each glove to a different party member. I'm hoping to see a Barbarian to charge 80' across the table to hit someone who just went down with a Breath of Life....


That’s really a shame that a lot of times only ‘x’ number of doses are unlocked, considering I am guessing finding scenarios that have poisons on the chronicle sheets are pretty rare in the first place, I would have hoped it would have been a consistent source of new poison(s).

Yes, I know you can look at poison as just a fun option, but I was really hoping to make it something my Alchemist would use on a somewhat consistent basis. Maybe not every session, but often enough.

I am willing to pay the gold for it, considering it would only be 1/3 cost, but I am just not sure it’s really worth it right now.

Maybe those who have used poison regularly in PFS (if there is anyone) will tell me differently, though.


nosig wrote:
CRobledo wrote:
There are a lot of other uses for poisoner's gloves other than poisons. like Thomas says, some downright cheesy.
I actually put Infusions of Breath of Life in Poisoner's Gloves - then I give each glove to a different party member. I'm hoping to see a Barbarian to charge 80' across the table to hit someone who just went down with a Breath of Life....

Are you saying you give the right glove to person A and the left glove to person B?

The Exchange 5/5

nosig wrote:
I actually put Infusions of Breath of Life in Poisoner's Gloves - then I give each glove to a different party member. I'm hoping to see a Barbarian to charge 80' across the table to hit someone who just went down with a Breath of Life....

How is this possible? I don't know much about Alchemists, so I am curious. Since BoL is a 5th level Cleric spell, I didn't know Alchemists could get it. It this some sort of discovery?

The Exchange 5/5

Tim Vincent wrote:
nosig wrote:
CRobledo wrote:
There are a lot of other uses for poisoner's gloves other than poisons. like Thomas says, some downright cheesy.
I actually put Infusions of Breath of Life in Poisoner's Gloves - then I give each glove to a different party member. I'm hoping to see a Barbarian to charge 80' across the table to hit someone who just went down with a Breath of Life....
Are you saying you give the right glove to person A and the left glove to person B?

Yes.

The Exchange 5/5

Zandari wrote:
nosig wrote:
I actually put Infusions of Breath of Life in Poisoner's Gloves - then I give each glove to a different party member. I'm hoping to see a Barbarian to charge 80' across the table to hit someone who just went down with a Breath of Life....
How is this possible? I don't know much about Alchemists, so I am curious. Since BoL is a 5th level Cleric spell, I didn't know Alchemists could get it. It this some sort of discovery?

Chirurgeon (Archetype)

...
Infused Curative: At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.

...
Power Over Death: At 10th level, a chirurgeon adds breath of life to his formula book as a 4th-level extract. His infused curative ability applies to this extract. This ability replaces poison immunity.

so... his 4th level extracts, with Infusion discovery, are Breath of Life. He gives up Poison Immunity for them though...

He normally just prepares most of his extracts as Cures and later takes a minute to switch them to other things. Kind of the reverse of a cleric swapping a prepared spell to a cure, he swaps a prepared cure to another spell. (Takes a minute though, but he can prepare all his 4th level extracts as BoL, and swap them later if he needs to.)

The Exchange 5/5

Hobbun wrote:

That’s really a shame that a lot of times only ‘x’ number of doses are unlocked, considering I am guessing finding scenarios that have poisons on the chronicle sheets are pretty rare in the first place, I would have hoped it would have been a consistent source of new poison(s).

Yes, I know you can look at poison as just a fun option, but I was really hoping to make it something my Alchemist would use on a somewhat consistent basis. Maybe not every session, but often enough.

I am willing to pay the gold for it, considering it would only be 1/3 cost, but I am just not sure it’s really worth it right now.

Maybe those who have used poison regularly in PFS (if there is anyone) will tell me differently, though.

just put your Mutagen in Poisoners Gloves...

"...A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen,..."
"Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn."

Ah, better living thru Chemistry!

Silver Crusade

The Ioun Stones say they stack with other Ioun Stones. They make no mention of stacking with other enhancement bonuses.

The Exchange 5/5

SoVaerie McDeadersun wrote:
The Ioun Stones say they stack with other Ioun Stones. They make no mention of stacking with other enhancement bonuses.

You are correct SoVaerie - I missed the other comment above the first time!

Sczarni 5/5 5/55/5 ***

Ah, yes. Since my memory seems to be fading in my old age I've begun using "IIRC" more often.

Crimson Sphere (24,000gp): +2 enhancement to Intelligence, stacks with other Crimson Spheres.
Cracked Crimson Sphere (12,000gp): +2 enhancement to Intelligence when used in pairs, stacks with other Crimson Spheres.
Flawed Crimson Sphere (16,000gp): +2 enhancement to Intelligence, stacks to +4 when using another flawed Crimson Sphere, but does not stack with non-flawed Crimson Spheres.

And...

Scarlet and Blue Sphere (8,000gp): +2 enhancement to Intelligence, does not state that it stacks with other stones or enhancement bonuses.

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