
aboyd |
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I'm running a game in which the BBEG just failed a save vs. Feeblemind. We conveniently had to end the night at that point, so I am able to read up on how exactly this works. My BBEG is a type of devil with spell-like powers and supernatural powers. Do any of them work, still?
According to Feeblemind itself, it only says it shuts off "spells" -- so I assume anything else works. But sometimes spell-likes are considered to count as spells; do you think that applies here? And what about supernaturals?
Even if the devil can use these powers, with a charisma of 1 I have to assume that they have horribly lowered saving throw DCs, to the point of almost being useless. Right? Because most Sp & Su abilities are powered by charisma. Or at least I think that's true.

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Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled, but they cannot be counterspelled or used to counterspell.
I would say that for feeblemind they count as spells.
SU and Ex abilities can be used, the ability description says what statistic is used to determine the DC.
Even for Sp abilities, the governing stat isn't fixed, it depends from monster to monster.
Abilities that work “as a spell”: How do I calculate the DC of an ability that says it works as or like a particular spell?
Some abilities that work as a spell tell you what their DC is, like the bard’s fascinate performance. An ability that doesn’t tell you anything about its DC has a DC of 10 + the spell level + the key spellcasting ability score of the class that granted it (or Charisma otherwise). In the case of a spell with multiple spell levels, use the spell level from the class that granted the ability if that class has the spell on its spell list, and otherwise use the spell level that’s most appropriate (usually sorcerer/wizard for an arcane ability, cleric for a divine ability, and psychic for a psychic ability).

ijanai Cook |
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AwesomenessDog wrote:Normally you can't use Spell like abilities if your charisma is below 10+level of spell replicated.No, that's not a thing. Charisma is only used to determine DCs for SLAs.
Feeblemind does stop them from working, but only because SLAs count as spells.
it's actually a thing, although not only cha sometimes its int or wis. a lot of the alt race options that give sla demand the character have a minimum of cha\int\wis. look at the gnome and elf alt racial abilities , for example:
- Pyromaniac (gnome alt race ability) :
"... Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. ...."
- Fey Magic (gnome alt race ability):
"...if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/ day—charm person, dancing lights, entangle, and prestidigitation..."
- Lightbringer (elf alt race ability, int based this case):
" ...Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. .."
- Envoy (elf alt race ability):
"...Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic...."
and more.

AwesomenessDog |
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AwesomenessDog wrote:Normally you can't use Spell like abilities if your charisma is below 10+level of spell replicated.No, that's not a thing. Charisma is only used to determine DCs for SLAs.
Feeblemind does stop them from working, but only because SLAs count as spells.
Conclusion as relevant to OP is the same but it actually yes, you are required to have a CHA equal to 10+some spell level to cast a SLA, and not only does every race/class feature that grants an SLA based off an actual existing spell (e.g. gnome magic) state that, but the ones that are different stats (rogue's Minor/Major magic) also have their appropriate stat in place of Cha.
I also can't think of a single creature that has true SLA's that doesn't have at least Cha for their highest spell.

zza ni |
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well sometimes they don't, but i think it's mostly in the rare far source books and sloppy rule-writing.
compare the elf alt ability of
"Sense Thoughts
Source Heroes from the Fringe pg. 11
Ekujae are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level.
This replaces elven immunities and keen senses"
that has no attribute minimum with the elf alt ability of
"Dreamspeaker
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities."
(i think that one is the highest level sla from a level 1 character race except the planeshift of some outsider races.)

willuwontu |
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I also can't think of a single creature that has true SLA's that doesn't have at least Cha for their highest spell.
Djinni's have plane shift and only 15 cha, when it's a level 7 spell for them. Could doubtlessly come up with more examples if I took the time to search, but I don't feel like it. Regardless, yes, relevant to the OP, rules for how SLAs work doesn't matter in this case, aside from that they function as spells.
<not the rules for how SLAs work by default>
That's a whole lot of exceptions you're listing there. Still not the rules for how SLA's work. You could drain a creature without such rules listed for its SLAs (like a Djinni), and it could still use them. Feeblemind only works because it prevents creatures from using spells, which SLAs are.
Aasimar, for example, could dump cha and still use their Daylight SLA. Same situation with Tieflings and their Darkness SLA.

Pizza Lord |
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Those are exceptions. A blink dog doesn't lose its constant spell-like blink or dimension door ability because its Charisma drops from 11 (it couldn’t even do them at all by that interpretation).
If their spell-like abilities are based on Charisma their DCs will be abysmal.
If there's a creature that says if they gain a caster level of 5th or higher they gain mage armor once per day as a spell-like ability, this doesn't mean that every other caster now must be 5th level to cast mage armor.

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Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).
They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit. Reactivating a constant spell-like ability is a swift action. Using all other spelllike abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
Format: At will—burning hands (DC 13); Location: Spell-Like Abilities.
1) I stand corrected: the save DC for monster spell-like abilities that aren't class dependant is always based on the charisma bonus.
2) It goes to great lengths to explain that you don't need a minimum CL and it never says you need a minimum charisma to use an Sp ability. I would say that you don't need a minimum charisma value.
3) " Spell-like abilities are magical and work just like spells ", so, as already said, you can't cast them if feebleminded.

aboyd |
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Thanks everyone.
While I appreciate the discussion about SLAs needing minimum ability scores, I would note that all examples are for playable races that players can take. The original question is in regards to monsters the GM is running; in this case, devils. These devils have nothing listed about minimum ability scores. They don't work like player races.
For example, the Magaav. It has some SLA, two SU, and one EX. Nothing has a minimum CHA listed. Of course, the general rules for ability damage note that under charisma the saving throw DCs are reduced, but nothing else is listed.
So all in all, I think that whole line of reasoning is distraction from the original question. For devils, they have nothing listed that shuts off their powers for a lowered charisma score. I suspect that's the same for all or most monster stat blocks.
So I think the people posting that SLAs are not shut off due to ability damage are right. They function even with ability damage. At least for the devils in question. However, it also appears that SLAs do get treated as spells for Feeblemind's "shuts off spells" line.
I would note that this debate has been raging since 2002 back in the D&D 3.0 times, and it looks like the rule text was never updated anyway! So this problem has been around a long time.
I'm still not sure what to decide, but I think I'm falling on the side of SLAs are like spells "enough" that it means Feeblemind wipes 'em out. Probably.

Mysterious Stranger |
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willuwontu wrote:AwesomenessDog wrote:Normally you can't use Spell like abilities if your charisma is below 10+level of spell replicated.No, that's not a thing. Charisma is only used to determine DCs for SLAs.
Feeblemind does stop them from working, but only because SLAs count as spells.
it's actually a thing, although not only cha sometimes its int or wis. a lot of the alt race options that give sla demand the character have a minimum of cha\int\wis. look at the gnome and elf alt racial abilities , for example:
- Pyromaniac (gnome alt race ability) :
"... Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. ...."- Fey Magic (gnome alt race ability):
"...if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/ day—charm person, dancing lights, entangle, and prestidigitation..."- Lightbringer (elf alt race ability, int based this case):
" ...Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. .."- Envoy (elf alt race ability):
"...Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic...."and more.
Just because some SLA that PC's get from their race have characteristic minimums does not mean that others do.

Derklord |
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Yeah, there simply is no rule like this. AwesomenessDog and zza ni (ijanai Cook) simply inferred a rule from example, but that's not how Pathfinder works. It's the same thing that shows up whenever someone tries to cheat by getting more weapon attacks on a Kasatha.
I do agree that SLAs fall under the "The affected creature is unable to (...) cast spells" part of Feeblemind, though: "a spell-like ability functions just like a spell" (CRB pg.221) They're activated mentally, but that's exactly what Feebelmind attacks.
I also can't think of a single creature that has true SLA's that doesn't have at least Cha for their highest spell.
My spreadsheet shows 62. For example, the Juggernaut can cast Enervation thrice per day, despite a charisma score of one. The Tear of Nuruu'gal even has SLAs despite having 5 or less in every mental ability score!

Claxon |
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I don't necessarily agree with extrapolating from the very broad statement of "a SLA functions just like a spell" to make conclusions, but I would rule that feeblemind would prevent any charisma or int based SLAs from functioning but any wisdom based SLAs (do any exist?) would still be usable. But that's just my personal take, and I don't think that is meted out within the rules. I just don't really like how powerful the feeblemind spell is, so chipping away at it's effectiveness is something I like.

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I don't necessarily agree with extrapolating from the very broad statement of "a SLA functions just like a spell" to make conclusions, but I would rule that feeblemind would prevent any charisma or int based SLAs from functioning but any wisdom based SLAs (do any exist?) would still be usable. But that's just my personal take, and I don't think that is meted out within the rules. I just don't really like how powerful the feeblemind spell is, so chipping away at it's effectiveness is something I like.
Wisdom-based SLA exists. They come from wisdom-based spellcasting classes that have SLA.
As an example the Charm Domain has:
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier.

zza ni |
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I don't necessarily agree with extrapolating from the very broad statement of "a SLA functions just like a spell" to make conclusions, but I would rule that feeblemind would prevent any charisma or int based SLAs from functioning but any wisdom based SLAs (do any exist?) would still be usable. But that's just my personal take, and I don't think that is meted out within the rules. I just don't really like how powerful the feeblemind spell is, so chipping away at it's effectiveness is something I like.
are there any wis based sla? sure!
examples:rogue's Wild magic talent:
"Wild Magic (Sp) (Heroes of the Wild pg. 21): A rogue with this talent gains the ability to cast a 0-level spell from the druid spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 10 + the rogue’s Wisdom modifier. The rogue must have a Wisdom score of at least 10 to select this talent."
gnome's 'First Memories' trait:
"First Memories
Source Gnomes of Golarion pg. 14
Category Basic (Faith)
Requirement(s) Gnome
For your whole life, you’ve felt there was a world just beyond the fabric of the material objects around you, and sometimes you can hear the north wind calling you or smell the dread taint of polluted water before you taste it. You do not gain the normal list of spell-like abilities for the gnome magic racial trait presented in the Pathfinder RPG Core Rulebook. Instead, if you have a Wisdom of 11 of higher, you gain the following spell-like abilities: 1/day—detect poison, know direction, stabilize, and speak with animals. The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell’s level + your Wisdom modifier."
the feat 'Ancient Tradition' give sla that are based on your highest attribute among cha,int and wis

zza ni |
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btw the Juggernaut that was mentioned before that can cast even with low cha uses it's wisdom (18) to cast spells.
"A juggernaut gain special abilities from two domains granted by the deity to which the juggernaut is dedicated. If an ability requires a saving throw, the save DC is Wisdom-based (DC 19 for most juggernauts). The caster level is equal to the juggernaut’s Hit Dice (CL 15th for most juggernauts)."

Claxon |
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So in summary:
The default stat to determine DC of SLAs is charisma, but specific abilities may specify otherwise.
Having a low related stat will not prevent the use of SLAs (although some abilities might specify a required stat to have them in the first place).
Having a low related stat will reduce the DC of the SLA, which might make it not worthwhile to use.
Feeblemind not only reduces your charisma and intelligence, but also generically calls out preventing spell casting. It's unclear it's meant to be only int and cha based casting or all (I think generally people will interpret it as all). And since SLAs describe themselves as "functioning like spells" you could reasonably arrive at an interpretation that your SLAs don't work. But not because of low casting stat.

Azothath |
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two different things; SLAs and SUs.
Spell-Like abilities are subject to Spell Resistance, Dispelling, but not Counterspelling or used to Counterspell. SLAs don't count as casting spells for class requirements. SLAs provoke AoO. It's important to note the relationship to spells and spellcasting is qualified, not equivalence.
SUpernatatural abilities are not subject to SR, Dispelling, or Counterspelling. SUs do not provoke AoO.
Monster Rules are simplistic and somewhat self contained skirting many rules for PCs, Feats, Classes, and Spells (ref:Regeneration).
EX & SU abilities are not going to be impaired, though their DC may tank.
For SLAs I think it depends; Class, Race, or Monster based ability. Many of the Class and Race abilities have limitations in their descriptions. Monster based SLAs don't have that limitation and would have more leeway as they could be divine inspired creatures or not subject to mortal magic.
I'd agree with Claxton's post above but I'd note that SLAs don't qualify as spellcasting for class entry (Pathfinder decision) thus there isn't an easy equivalence for the term "spellcasting".
The SLA question for Class, Race, and Monster versus Feeblemind is a good "Ask {designer} Question" if you want their opinion.

willuwontu |
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I'd note that SLAs don't qualify as spellcasting for class entry
They do actually, but only for that specific spell. They also count as spells for the purposes things like Spell Focus, Augment Summoning, and so on.

Chell Raighn |
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I don't necessarily agree with extrapolating from the very broad statement of "a SLA functions just like a spell" to make conclusions, but I would rule that feeblemind would prevent any charisma or int based SLAs from functioning but any wisdom based SLAs (do any exist?) would still be usable. But that's just my personal take, and I don't think that is meted out within the rules. I just don't really like how powerful the feeblemind spell is, so chipping away at it's effectiveness is something I like.
Your ruling would create an inconsistency in how Feeblemind functions. As written it blocks ALL spellcasting, not just Int & Cha based spellcasting. A Wisdom based spellcaster might not have had their casting stat reduced to 1, but they still can't cast spells until the effects of Feeblemind have been removed. Because of this it makes no sense to create an exception for non-int/cha based SLAs. It either blocks all SLA usage or none... I could see a ruling of only blocking SLAs that replicate actual spells though, as there are a suprisingly large number of class features and racial abilities labled as (Sp) that wouldn't make a lot of sense to suddenly lose just because your brain has been rewired...

Azothath |
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Azothath wrote:I'd note that SLAs don't qualify as spellcasting for class entryThey do actually, but only for that specific spell. They also count as spells for the purposes things like Spell Focus, Augment Summoning, and so on.
The FAQ notes the exception to the general rule, thus it still shows that the term "spellcasting" is not equivalent between SLAs and Spellcasting. It is a logical fallacy of conversion to run relationships or inferences counter to the one way relationship. Only one example is required to show the relationship is not equivalent. That's my point, it's purely a home GM decision. That being said RAW isn't consistently or uniformly logical, LoL, it is what it is.
I don't think it's a big deal either way for SLAs to be affected by Feeblemind in a home game but personally I'd have monster SLAs not affected.
Notes: Search on Aon for Monsters, Races, Rules & Feeblemind and Heal{spell (hopefully)}.

Azothath |
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In a search for low-ability score monsters with SLAs and Stat blocks I've turned up;
Nightmare Ettercap Int:8, Cha:12
Child of Yog-Sothoth Int:20, Cha:6
Half-Fiend Minotaur Int:9 Cha:10
Honored of Kaoling Int:12 Cha:10
Merlucent Int:11, Cha:11
with the Half-Fiend Minotaur having an interesting SLA line. It is probable that with a bonus of +0 the entry was deleted from the Stat block.

Claxon |
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Your ruling would create an inconsistency in how Feeblemind functions. As written it blocks ALL spellcasting, not just Int & Cha based spellcasting.
I know what is written, but you could interpret it a different ways (and we could argue about what was intended but I'm not going to.
Ultimately, I don't like the feeblemind spell being as strong as it is, so anything to weaken it is good in my book. Including allowing wisdom based spell casting.
I refer you to the post where I said "it's my personal take" and that's it's not really supported by rules.
I also later say that most people will arrive that the spell bars all spell casting.

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Chell Raighn wrote:Your ruling would create an inconsistency in how Feeblemind functions. As written it blocks ALL spellcasting, not just Int & Cha based spellcasting.I know what is written, but you could interpret it a different ways (and we could argue about what was intended but I'm not going to.
Ultimately, I don't like the feeblemind spell being as strong as it is, so anything to weaken it is good in my book. Including allowing wisdom based spell casting.
I refer you to the post where I said "it's my personal take" and that's it's not really supported by rules.
I also later say that most people will arrive that the spell bars all spell casting.
At the same level we have spells that kill you instantly if you fail a save. Feeblemind impair a spellcaseter and does little to a martial character combat capability. It requires a 6th level spell to cure it, but "curing" death requires a costly 5th level spell and 2 4th level spells or Breath of life.
All thing considered, feeblemind isn't stronger than other 5th level spells, it simply has a higher psychological impact on the player, as we don't like to see our in-game avatar reduced to a drooling moron.
Ryze Kuja |
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There are monsters that have mental ability scores that are under 10 but still have SLA's. There are even monsters that have SLA's that aren't even spells to begin with, and the SLA's spell level is merely based the highest level spell they can cast (i.e. not tied to an ability score).
I think this should be treated as an "it does what it says and it says what it does" moment, and conclude that SLA's are not affected by Feeblemind. Feeblemind is powerful enough already.

Claxon |
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There are monsters that have mental ability scores that are under 10 but still have SLA's. There are even monsters that have SLA's that aren't even spells to begin with, and the SLA's spell level is merely based the highest level spell they can cast (i.e. not tied to an ability score).
I think this should be treated as an "it does what it says and it says what it does" moment, and conclude that SLA's are not affected by Feeblemind. Feeblemind is powerful enough already.
Depending on how you understand how alike SLAs and spells are, you could conclude that spell casting being stopped doesn't stop SLAs from being used.
And really I like that even better.

bbangerter |
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Ryze Kuja wrote:There are monsters that have mental ability scores that are under 10 but still have SLA's. There are even monsters that have SLA's that aren't even spells to begin with, and the SLA's spell level is merely based the highest level spell they can cast (i.e. not tied to an ability score).
I think this should be treated as an "it does what it says and it says what it does" moment, and conclude that SLA's are not affected by Feeblemind. Feeblemind is powerful enough already.
Depending on how you understand how alike SLAs and spells are, you could conclude that spell casting being stopped doesn't stop SLAs from being used.
And really I like that even better.
Side issue: What creature with an int of 1 will know how to use its SLA's effectively?

AwesomenessDog |
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Claxon wrote:Side issue: What creature with an int of 1 will know how to use its SLA's effectively?Ryze Kuja wrote:There are monsters that have mental ability scores that are under 10 but still have SLA's. There are even monsters that have SLA's that aren't even spells to begin with, and the SLA's spell level is merely based the highest level spell they can cast (i.e. not tied to an ability score).
I think this should be treated as an "it does what it says and it says what it does" moment, and conclude that SLA's are not affected by Feeblemind. Feeblemind is powerful enough already.
Depending on how you understand how alike SLAs and spells are, you could conclude that spell casting being stopped doesn't stop SLAs from being used.
And really I like that even better.
That's the same problem with a mindless creature like vermin being able to actually understand when to run away, which real bugs certainly do.

Pizza Lord |
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Side issue: What creature with an int of 1 will know how to use its SLA's effectively?
A creature with an ability will use it as it evolved to use it. Wolves will attack in packs and move to flank or trip or other maneuvers that some people would say are 'intelligent' maneuvers. However, those 'wolf-pack tactics' are just a natural instinct, evolved over centuries because they were effective. They will likely use those same tactics against most prey of similar size (obviously not against a chipmunk or bunny). They aren't going to suddenly alter tactics against different opponents.
Some creatures, like lone wolves, or incredibly experienced creatures might have different tactics than the norm, but they will be learned tactics and will be used naturally and instinctually. Almost like training. You could train an attack dog to attack using a headbutt instead of a bite, but it's going to do that when you tell it to, because that's what it learned to do, not because it's concerned about injuring a suspect or attacker. It knows that it gets rewarded with treats and attention when it does that action.
A creature with a SLA of obscuring mist will use it to obscure itself (and possibly flee), but unless that creature is noted as using a different tactic (like multiple ones purposefully stringing out their SLA into a long line or wall), that would likely be too intelligent a tactic to have them spontaneously come up with during an encounter purposefully (rather than just coincidentally). Over time, if those coincidental encounters continue to work (ie. the species survives while the others, using a different tactic die), then that might become a default trait or action of the creature, that still isn't using it intelligently.
Similarly, it's intelligent to take notice of moths whose wing-pattern resemble eyes and cause other predators to avoid them, and extrapolate that you could use that tactic to scare off predators, but that doesn't make the moths or their reliance on that defense intelligent.

bbangerter |
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bbangerter wrote:Side issue: What creature with an int of 1 will know how to use its SLA's effectively?A creature with an ability will use it as it evolved to use it. Wolves will attack in packs and move to flank or trip or other maneuvers that some people would say are 'intelligent' maneuvers. However, those 'wolf-pack tactics' are just a natural instinct, evolved over centuries because they were effective. They will likely use those same tactics against most prey of similar size (obviously not against a chipmunk or bunny). They aren't going to suddenly alter tactics against different opponents.
Some creatures, like lone wolves, or incredibly experienced creatures might have different tactics than the norm, but they will be learned tactics and will be used naturally and instinctually. Almost like training. You could train an attack dog to attack using a headbutt instead of a bite, but it's going to do that when you tell it to, because that's what it learned to do, not because it's concerned about injuring a suspect or attacker. It knows that it gets rewarded with treats and attention when it does that action.
A creature with a SLA of obscuring mist will use it to obscure itself (and possibly flee), but unless that creature is noted as using a different tactic (like multiple ones purposefully stringing out their SLA into a long line or wall), that would likely be too intelligent a tactic to have them spontaneously come up with during an encounter purposefully (rather than just coincidentally). Over time, if those coincidental encounters continue to work (ie. the species survives while the others, using a different tactic die), then that might become a default trait or action of the creature, that still isn't using it intelligently.
Similarly, it's intelligent to take notice of moths whose wing-pattern resemble eyes and cause other predators to avoid them, and extrapolate that you could use that tactic to scare off predators, but that doesn't make the moths or their reliance on...
None of those things are SLAs (except obscuring mist)
Let's take a look at a pit fiend, just by way of example:
At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall of fire
3/day—quickened fireball (DC 21)
1/day—meteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%)
1/year—wish
I think some things on this list it might use if it feels threatened or attacked, and others on this list it simply would not use at all.
Direct damage spells? Probably. But it probably would not maximize the number of targets. Placing them either haphazardly, or centered on the focus of its wrath.
Create undead? I think this one would be questionable. With a high int it would create such creatures with a specific task in mind. Without the matching int there isn't really any reason to create them.
Teleport and invis? Probably, to allow it to escape, or stalk prey.
Scrying? Not likely. Again it needs a reason to do so, and lacks and reason to do so without the int.
Magic circle and hold monster? Probably use these.
Summon? Probably.
Wish? If it uses this it is sure to make a mess of it.