Improve Intelligence as a stat


Classes


I put this in Classes because that is where the leveling rules are?

Allow high intelligence characters to train more skills as they level up.

Based on the chart below, you get an Intelligence based Skill Increase at that level and every multiple of the level after.
You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.
If you are at least 7th level, you can use this increase to become a master in a skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a skill in which you’re already a master.
If your Intelligence increases, compare the number of Intelligence based Skill Increases you already have to the new amount you would have at the higher score. If your new total is higher, you may apply the Skill increase. For example, if you use your level 10 stat increase to improve a 14 Intelligence to a 16 Intelligence, you would now have two increases instead of one increase.

Int Mod __ Level Multiple
__ +1 ________ 7
__ +2 ________ 6
__ +3 ________ 5
__ +4 ________ 4
__ +5 ________ 3
__ +6 and up_ 2

Maybe it should cap at +5 __ 3 ?


I have seen people talking about allowing intelligence to be used to upgrade skills from trained to expert at the first level. This would mean the characters likely to be expert in several fields early would be wizard and alchemist (maybe the alchemist need to have his skills adjusted again a bit if this change game to be) which seems to make sense.

If you gained intelligence later you could use it for one trained or upgrading one trained to expert, but not expert to master etc.

I feel like this could make several chars considering getting a 12 int vs str/wis/cha for that expert skill.

EDIT: I do think that is way simpler than your solution and gives a greater benefit for the early game but slowly falls off.


Quote:
If your Intelligence increases, compare the number of Intelligence based Skill Increases you already have to the new amount you would have at the higher score. If your new total is higher, you may apply the Skill increase. For example, if you use your level 10 stat increase to improve a 14 Intelligence to a 16 Intelligence, you would now have two increases instead of one increase.

Where's the rules for this? I vaguely recall seeing something about it, but can't place it (or recall even what it said, generally).


Draco18s said wrote:


Where's the rules for this? I vaguely recall seeing something about it, but can't place it (or recall even what it said, generally).

I need to look up the exact source, but I'm pretty sure any modifier increase would give you an extra trained skill, just like it would have level 1. The only thing I can find in the rulebook at a quick glance is:

"When your character advances to 5th, 10th, 15th, and
20th levels, she receives ability boosts in four different
ability scores. These function similarly to the ability
boosts she receives at 1st level, but she is free to use them
to increase her ability scores above 18. Keep in mind
that once an ability score is 18 or higher, an ability boost
increases the value of that score by only 1." page 18

But I am fairly certain I read somewhere in the book or a clarification from Paizo staff that stat increases will boost hp/level retroactively in the case of con, and a similar effect in case of intelligence. The next question is whether increase intelligence to 14 will provide a bonus language.


Given that you can only pick up an extra language for high Int at character creation, I suspect skills work the same way.


It's not exact, but the description of the Potent trait suggests that ability increases are retroactive.

Quote:

Potent

When you invest an item that has the potent trait, it improves one of your ability scores, either increasing it by 2 or increasing it to a total of 18, whichever grants the higher score. This gives you the benefits of the new ability score: increasing Intelligence lets you become trained in an additional skill, increasing Charisma adds to your Resonance Points, increasing Constitution gives you more Hit Points, and so on. These benefits go away once the investiture runs out.
A potent item grants this benefit only the first time it’s invested within a 24-hour period, and you can benefit from only one potent item at a time. If you attempt to invest a potent item when you already have one invested, you don’t gain the ability score increase, though you do gain any other effects of investing the item.


That's very likely true. I could only find an example of "An Unattended item" in the rules for Thievery, so I wouldn't be surprised if that rule for Potent is universally true.

As an easy way to give people something more for higher INT, give them an extra language for each +1 modifier to INT. Not just one extra language at INT 14, but two at 14, 3 at 6, 4 at 18, etc. Not mechanically broken, but opens up more opportunities for roleplaying.


Nettah wrote:
EDIT: I do think that is way simpler than your solution and gives a greater benefit for the early game but slowly falls off.

Yeah, but the fall off part is what i am trying to avoid. Int does so little in PF2.

Perhaps it would be easier laid out like this:

+1 - Levels 7 & 14
+2 - Levels 6, 12, & 18
+3 - Levels 5, 10, 15, & 20
+4 - Levels 4, 8, 12, 16, & 20
+5 - Levels 3, 6, 9, 12, 15, & 18
+6 - Levels 2, 4, 6, 8 ,10, 12, 14, 16, 18, & 20

Still think maybe it should cap at +5.
2 extra Legendary possibilities vs. 3.
4 extra Master chances vs 7.

EberronHoward wrote:
As an easy way to give people something more for higher INT, give them an extra language for each +1 modifier to INT. Not just one extra language at INT 14, but two at 14, 3 at 6, 4 at 18, etc. Not mechanically broken, but opens up more opportunities for roleplaying.

More languages would be nifty, but I do agree with the sentiment that NEEDING to pick languages at character creation can be drudgery.

StratoNexus wrote:

Quote:

I think it made more sense for the higher Int folks to have multiple languages.

If the purpose of eliminating the larger pool of bonus languages was to eliminate drudgery of character creation, just allow starting characters have the bonus languages, but the ability to fill them in as they play (or right away if they have a concept that calls for it).

18 Int Elf that traded with Dwarves and northmen. Common, Elf, Dwarf, Hallit and 2 to be named later.
On a mission you run across Goblin speech. If you want, you can choose to know Goblin and fill it in and only have one left.

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