Animal Intelegence

I don't think an animal's Intelligence can go above 2. The animal type says "no creature with an Intelligence score of 3 or higher can be an animal". So a creature that has a 3 or higher Intelligence isn't an animal, by the D&D definition of animal. I don't think fox's cunning is supposed to change a creature's type, so I would rule that a creature of the animal type can't have its Intelligence boosted by any spell or effect.
 

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Quote:
Originally Posted by SRD, Monsters, Intro-A
Intelligence: A creature can speak all the languages mentioned in its description, plus one additional language per point of Intelligence bonus. Any creature with an Intelligence score of 3 or higher understands at least one language (Common, unless noted otherwise).

... I see there's nothing there that excludes a creature of Int 1 or 2 from understanding a language. The part that says "A creature can speak all the languages mentioned in its description" can easily be construed as to allow a creature to communicate with others of its kind. So a dolphin can communicate with other dolphins in subsonic waves or whatnot, just in a very limited manner (not unlike a human toddler).

But I still think an animal's type should temporarily change to Magical Beast (Augmented Animal) for as long as its Intelligence remains above 2.
 

3d6 said:
I don't think fox's cunning is supposed to change a creature's type, so I would rule that a creature of the animal type can't have its Intelligence boosted by any spell or effect.

Yeah - I expressed a similar sentiment in another recent thread.

Of course, while the Wildshape problem has gone away, we still have the issue of a human polymorphed into a bear. His type changes to Animal, but he retains his 11 Int...

-Hyp.
 

lukelightning said:
Personally I don't care for the "animal intelligence" rule, and have no problem with "high level" magpies with an Int of 5 or a particularly smart fox with an Int of 4 or whatever. They don't have the ability to speak or understand language per se, but can understand the gist of language like a special use of "sense motive."
Yeah, me too – I think earlier editions handled animal intelligence more sensibly. But then, I wuv kitties. As is there's not enough distinction between different animals' cognitive abilities. Why not just rule that animals don't learn languages? I don't get it.
 

I found the rules inconsistent and at times a little confusing - or perhaps confounding is a better word - in regards to animals and intelligence. So I dropped the official view of what Int of a given number - 1, 2, 3, 4, etc - represents and came up with my own system.

There are no hard and fast limits based on type - even for animals. Creatures with Int 6+ are beings rather than true creatures. Chimps are placed at ~4, with Dolphins tending to be around ~3 or 4 - varying from pod to pod or perhaps species to species.

If you want I can post my view of it here (in an sblock, as it is a bit long).
 


Sorry about taking so long to reply

[sblock="Intellect Continuum"]Int --: The creature is mindless, an automaton reacting to stimuli, incapable of learning 'tricks'. Most worms, insects, and other invertabrets fall into this category. Some do not, but they tend to be the exception. As mindless creatures they are immune to mind affecting effects that seek to charm, although specific spells might seek to 'override' their instinctive reactions, dominating them like a puppet. Illusions that affect their senses / perceptions affect them normally, as it is Wisdom that deals with such. Enchantments have no effect unless both highly specific and directly seeking to control the body irregardless of presense of the mind (or lack thereof). A 'Dominate Insects' spell would be an example of such. Due to their mindless nature, these creatures recieve a +8 bonus against such attempts to dominate. Most fully minded individuals find little for their spells to work upon in the ganglia of such creatures that lack even the most rudiment of a brain.

Int 1: The creature is capable of learning, of reacting in a similar manner to similar stimulus at a later period (such as octopi learning to open jars and later applying the skill to a newly found jar). They do not understand the concept of time, however, having no memory of the past or ability to imagine the future. They exist without shaped thought in the extreme now of the present moment. Distracted for a moment, they readily forget what they were doing / perceiving even a few seconds ago unless it is also part of the new moment (such as escaping a predator, following a scent, etc). Except for their ability to learn in the most basic sense of the word they are little beyond the automatons of Int -. Due to this, they receive a +4 bonus against attempts to use Enchantment against them. Examples of such creatures include advanced mollusks such as octopi and squids (but not less advanced ones, such as slugs and snails). It also includes most fish (including sharks) and amphibeans (frogs, newts), many reptiles (lizards, snakes) and earlier dinosaurs, and some few birds and mammals. Base desires form at this level (territoriality, fight or flight, propogation of the species, etc).

Int 2: A faint degree of memory begins to percolate through the creature's 'thoughts' - if they could be called such. Such 'thoughts' are little more than recalled images and sensations. No reason is affixed to such. They tend to learn basic patterns while in their youth - such as bird song. They are vaguely aware of the passing of the seasons and may react 'ahead of time' due to an intuition of the future - as they continue to lack the ability to fully conceptualize the idea of a future. The creature is more readily affected by most enchantments, and so receives only a +2 benefit against such - as much due to an alien mindset (compared with sapient beings) as due to a notable lack of mind. Most creatures not included in Int 1 are found to have Int 2, but some notable exceptions exist. Basic emotions form at this level (such as the attachment of imprinting, 'loyalty' in the sense that pack animals that work together have, etc, but not more complex ones such as grief, anxiety, compassion, pity, pride, etc).

Int 3: The creature can recall - fuzzily - the past and consider the future. It cannot yet fully imagine the future. Rather it is in the inbetween state beyond merely being intuitively aware of it yet not yet able to fully imagine it. Squirrels, dogs, pigs, whales, and other 'clever' creatures fall into this category. They are readily able to learn from their experiences, readily able to realize when the current methods are not working - and consider slightly different ones. Entirely new methods, however, are likely encountered by chance rather than planning. Thus few squirrels cannot eventually reach the bird feeder, few pigs cannot eventually find a way out of their pen, and wolves can readily develop basic tactics against larger - and perhaps more clever - foes. A faint degree of language is possible - more than mere territorial or courting calls.

Cultural concepts may occasionally arise, but only uncommonly do they pass on to the following generation. Thus almost never do any cultural developments last more than a couple generations - if that. Instead creatures with this communal level of complex thought patterns tend to be in a state of continuously forming and losing culture in the form of a multitude of individual life-time traditions that rarely pass on - to others of the same generation or to following generations. Complex emotions form at this level - and can sometimes be conveyed via a form of 'speech' (howls, barks, squeeks, etc, but usually a large part of this is body language). The creature is readily charmed or otherwise compelled by enchantments compared to their more mindless kin. They receive only a +1 bonus against such. Rare is the animal that advances beyond this level.

Int 4: The creature can fully conceptualize the ideas of past and future, can recall past memories, and can imagine actions not yet taken - ie: consider future actions. Basic tool use is typically found at this level - sticks to poke, to act as clubs or supporting cane, rocks to strike nuts or foes, etc. With continuous direction, one of this Intellect may potentially follow basic orders entirely on their own (after some training). Basic language patterns begin to arise - 'food', 'home', 'danger', 'leaf', 'forest', 'ground', 'good', 'bad', etc. The creature does not understand abstract concepts, but it can understand what is pleasing / useful to it (good) and displeasing / harmful to it (bad). It can recognize itself in a mirror and react to the image presented. Most primates and some cetacians fall into this category. Basic cultural concepts are readily developed and passed on to following generations. Their ability to form basic language patterns removes the last constraint working against enchantments cast by more intellectual beings. Thus they receive no bonus against such magic. Note that self-awareness has arisen upon this level of intellect.

Creatures such as apes (chimps, gorillas) often - but not always - fall into this category, as they can be taught sign language. They are as commonly found with Int 4 as humans are found with Int 11 or 12. Some dolphins might also fall into this category, as some evidence exists that they can be taught to an almost similar level. Many if not most dolphins, however, likely fall under Int 3.

Int 5: Even if raised in isolation, the creature will innately develop its own language. It readily comprehends basic patterns and can imagine concepts not yet encountered. Abstract thought is still somewhat beyond it, however. It has a mind akin to that of a very young human child - a toddler, or perhaps a year or two older. An adult creature with such a level of awareness can understand general commands / tasks - and carry them out - with little or no supervision. They can convey basic messages through gestures if not words (or sound patterns). The creature is fully self-conscious. What is noteworthy is that the creatures of this level of intellect are also others-conscious. They are aware that others are more than objects with which they interact. This does not necessarily mean that they care about the desires of others, but they are aware of such. Thus, this is the level of intellect where a conscious develops - the ability to understand that one's actions may negatively or positively affect another - and then act on such. The most complex emotions exist at this level - the ones that require an awareness and possibly and empathy towards others: agape, compassion, obligation, pity, contempt, spite, etc.

Int 6: This is typically the level that differentiates beings from creatures. This is the typical minimum level at which complex socities become possible. Prior to this one may find highly advanced bands of chimps, but only upon this level may one find creatures capable of learning complex tasks (crafting basic stone tools [handax, scraper, etc], fire-making, etc) or learning complex - and even abstract - concepts. However, in a 'normal' Int 10 society such beings are seen as little better than children. While young this may be tolerated - even found cute - but among the adult members of an Int 10 society a being with only Int 6 is considered severely mentally retarded, incapable of living on their own or performing most tasks without supervision, often looked upon with a trace of pity or contempt. Simple tasks can be performed with ease once they are learned, but complex tasks - particularly ones involving abstract concepts - are difficult. Basic math (2 + 11, 14 - 6) is about the best one of this Int is likely to achieve. Reading is rarely possible except at the most minimum level (see spot run). They can converse as normal, but it is unlikely that they will understand (or possibly even know) complex words, and their speech patterns likely use a simple grammar and include few words of more than one or two syllables.

Societies composed entire of such individuals, however, can readily exist in the wilderness - where the intellect grants a minor but significant boon over most other creatures, and complex abstract concepts are not necessarily needed. The ability to utilize basic math and reading may allow it to trade almost as normal with nearby towns (of those with higher Int). Note that Sense Motive and Bluff - the skills used most often when haggling over prices - are not affected by this level of Intellect. Thus the tribal man assigned the task of interaction with the townfolk may still bargain well while trading their furs and other items to the townsfolk. Note that it is around this level that simple views of the afterlife and basic arts and crafts - intended for other than tools - are first developed.

Int 7: Beings with this level of Intellect typically are in need of guardianship. Among a 'normal' Int 10 society such a being is seen as so severely lacking as to be incapable of making decisions on its own. Typically such beings remain under the control of a parent, relative, or other guardian for most of their life. However, with time and experience they may eventually rise beyond this need - which is what truely separates them from those of the prior level of Int.

Societies composed entire of this level of Intellect tend to vascillate between a level that seems almost brutishly barbaric to townsfolk and rural settlers and an almost 'normal' style of life. It is around this level that arts and crafts made not as tools but perhaps for symbolism or shear enjoyment of crafting develop. It is around this level that complex views of the afterlife begin to form, although it is not until the next level that such views become a common part of the culture (rather than only the perview of the shaman and his chosen apprentices).

Int 8: This level of intellect is typically the least at which a being can get by without supervision or guardianship in a typical human society. They can find a job, keep to a schedule, perfom simple tasks with ease (particularly repetitious ones - if they are not prone to absentminded behavior [low Wis]). They have trouble with complex abstract ideas, but they can readily grasp the simple ones (the abstract concepts of good, evil, etc). They are typically regarded as 'slow' or 'lacking' by others in their community (presuming a 'normal' Int 10 society). Societies made entirely of such are typically very simple in structure (chief with his band, etc) and are characteristic of the stereotype 'barbarian', 'orc', etc tribe (as seen by townsfolk of 'normal' Int 10). Literacy and complex arts and crafts are uncommon but not unknown among such societies. They can readily plan years in advance, but such plans tend to be simple - often 'continue what we have always done'. Complex views of the afterlife exist, and the concept of deities begins to form (as opposed to mere spirits and sprites / fae).

Int 9: In basic tasks one cannot readily distinguish whether this being is 'normal' or 'sub-normal'. They may speak a little slow, perhaps have some difficulty with complex abstract ideas that are new to it, and may need light monitoring when performing a long and complex non-repetitious tasks entirely on their own, but otherwise they are indistinguishable from 'normal'.

Int 10: Human normal intellect.

Int 11: In complex tasks they occationally are noted for the somewhat greater ease with which they perform, but otherwise they are rarely differentiated from 'normal'.

Int 12: Readily recognized by others in their society as 'clever'. Those that meet the being only briefly, however, are unlikely to notice this. Societies that do not value high intellect - seeing the occational new ideas that arise as against traditions, etc - may view the individual negatively, but most of such Intellect (supposing normal or better Wis) readily see this and hide views that may otherwise cause waves. In organizations where intellectual merit may lead to advancement they tend to hold higher ranking positions.

After this it tends to be more of the same. "A" is more clever than "B" who is more clever than normal "C." So "A" is 'very' clever. And so on. Around Int 14 the individual may be viewed as a 'clever' or 'precotious' child by those that value Int and as 'asking too many questions' and being 'too curious' by those that do not. Around 16 the difference is more acute. The individual is regarded as highly clever / intelligent even by those that meet them only briefly. Around 18 they are local legends - the types pre-supposed (in societies that value Int) as 'destined' for a high position (in the church, in the college, as an advisor to some high ranking lord, etc).

Int 20 is beyond human norm and rarely encountered. They are almost as beyond the typical Int 10 individual as the Int 10 individual is beyond the most advanced creature (Int 5). They likely look with confusion upon many choices and views of their 'normal' counterparts - as they can readily see holes in the arguments, gaps in the views, generalities in the statements, and lack of foresight or consideration in the choices. They may choose to live somewhat apart (if possible) simply to distance themselves from a community of individuals they do not readily understand - and who rarely understand them. The more evil of such beings may, around this time, stop viewing most other individuals as true beings, for they see themselves as something 'beyond' those they typically encounter. In a certain narrow minded sense they may even be partly right, for they are twice beyond the Int 10 being - which itself is twice beyond the typical Int 5 creature. [/sblock]
 
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D.Shaffer said:
Where do we place near human level intelligent animals, like Chimps and Dolphins?
With the rest of the Int 2 animals, right below humans, right above the animals used for rations. If you want Int 12 lawful good dolphins, you want second edition AD&D. Other RPGs with political agendas like Werewolf:tA or 1E Blue Planet also are more generous with dolphin and simian stats.

[sblock]Organization: School
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: Nil
Alignment: Lawful good
No. Appearing: 2-20
Armor Class: 5
Movement: 30
Hit Dice: 2+2
THAC0: 19
No. of Attacks: 1
Damage/Attack: 2-8
Special Attacks: Nil
Special Defenses: Save as 4th-lvl fighter
Magic Resistance: Nil
Size: M (5'-6' long)
Morale: Steady (11)
XP Value: 120

Dolphins are intelligent seagoing mammals.
While all dolphins share a variety of common traits, the species comes in a variety of shapes and sizes. Their long, compact bodies are superbly adapted to the aquatic environment, and dolphins are among the most powerful swimmers in the oceans. All breeds of dolphins have a large fin on their backs, two flippers, a powerful tail, jaws filled with many sharp teeth, a blow hole, and are 5 to 6 feet long. Most common and well-known are the gray, or bottle-nosed dolphins, so named for their gray skin and bottle-shaped snouts. Other varieties have two-toned blue and gray coloring. The species communicates through an intricate speech consisting of high-pitched sounds, some out of the range of human hearing.

Combat: Inherently peaceful, dolphins will generally attack only if threatened. Unless outnumbered 2 to 1, dolphins always attack sharks. Whether attacking a foe or defending their school, dolphins fight as an organized unit, responding to commands from their leader. They fight with special vehemence to protect their young, and a select number of dolphins may sometimes engage in a holding action, sacrificing themselves so that the remainder of the school can swim to safety.

Habitat/Society: Dolphins are completely carnivorous, living on a diet of fish. Though they can remain submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals, breathing is a conscious, rather than unconscious action on the part of dolphins; in other words, they literally must remember to breathe. Newborn dolphins are assisted to the surface to breathe by their mothers and a female dolphin midwife. Dolphins are by nature playful, good-tempered, and lawful good, despising evil creatures. Most roam the oceans in schools, numbering as large as 20 dolphins, swimming where their fancy suits them. They never fight among themselves or with other breeds of dolphins. Dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects that they find and enjoy games. Dolphins sometimes follow ships, entertaining the crews and passengers with their antics.
About 10% of all dolphins live in organized communities. These groups have 1d4+1 swordfish (AC 6, move 24, 1+1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhales (AC 6, move 21, 4+4 Hit Dice, 2d12 points of damage/attack) as guards, depending on the climatic region. If a community is found, there is a 75% possibility that there are 1d4 additional communities of dolphins within a five-mile radius. These organized communities of dolphins do not tolerate the presence of evil sea creatures in their domain, and if necessary enlist the aid of nomadic schools of dolphins to drive out evil creatures. Any region inhabited by dolphin communities is also shark and killer whale free.
Dolphins are highly intelligent and take a benign, distant interest in human doings. They will always help humans in distress, guiding them to the shore and keeping the sharks at bay. Certain solitary dolphins, known as rogues, have been known to form closer attachments to humans, accompanying them in a friendly fashion on swimming and fishing expeditions. These rogues often play dolphin games with their human companions. Dolphins are far more valuable to men in other respects. Friendly dolphins have warned sailors of the approach of pirate ships and the intentions of evil sea creatures. More than one ship owes its safe arrival in port to the timely intercession and warning of dolphins. They have come to men's aid when their ships were attacked by mermen and sahuagin. Dolphins have been known to raid sahuagin communities and destroy their eggs, for dolphins perceive these monsters as a threat to their safety.

Ecology: The dolphin is both a hunter and hunted in its marine world. Sharks and other large evil sea creatures hunt the dolphin with enthusiasm. Despite its many enemies, the dolphin has many distinct advantages that enable it to survive and even flourish. Not only is it a strong, swift swimmer, but its intelligence and organized lifestyle are highly effective defenses against its enemies. [/sblock]
 
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That was a pretty nifty list, Nyeshet.

I dont necessarily agree with where you placed each critter, but I like the general gist of things. In a fantasy world where some animals might just be smarter then others, it helps to have more then just two levels of intelligence. A lot of legends/folklore have 'regular' animals that are fairly clever/smart beyond the realm of just 'Int 2' and it seems a bit silly that they'd need to be considered Magical Beasts if, all other things being the same, they're smarter then that.
 

frankthedm said:
If you want Int 12 lawful good dolphins, you want second edition AD&D. Other RPGs with political agendas like Werewolf:tA or 1E Blue Planet also are more generous with dolphin and simian stats.
Maybe I'm just being prickly because of lack of sleep, but are you REALLY implying that the only reason I'd want near-human intelligence animals is because I want to fit a political agenda? Because that's what you seem to be implying in my sleep deprived mind.
 

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