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Intelligence, the Forgotten Ability
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<blockquote data-quote="gyor" data-source="post: 7384864" data-attributes="member: 6670153"><p>I always make my Sorcerers have intelligence so they can get Ritual Casting Wizard or Cleric feat, it massively supplements their spells known. </p><p></p><p> This is especially true for Sorcerers, Rangers, Eldrich Knights, Arcane Archers, Monks, and Arcane Tricksters who don't have as many spells known as other classes.</p><p></p><p> There also clever ways to combine knowledge skills and spells. Gate works better with a knowledge of fiend/celestial/fey/elemental and so on names, and Planar Ally works better when you know how to make a proper offering to the deity or semidivinity your asking an ally from. A Arcanea roll to know the right vibration Planeshift to a demiplane. </p><p></p><p> Also Nature is effectively the nature science skill (Biology, Ecology, Physics, Geology, Chemistry all of which falls within nature). That can be useful when casting spells that effect wild life, terrain, and natural forces. Water Vechiles plus nature to steer a ship through nasty weather makes sense with advantage. </p><p></p><p> History can be used to navigate ruins (I saw a map once in an ancient archive of this place when in was still in use). </p><p></p><p> History can also be used to figure out how dangerous enemies and other challenges based on historical examples. (King Arzoun once dealt with a pack of Gnolls successfully by using tactic x). </p><p></p><p> None of those are house rules btw. </p><p></p><p> Here is the thing, intelligence is one of the most powerful stats in the game, both the players and the characters! See to get the most out of your characters intelligence score the player has to use their own RL intelligence to get the best out of it. I like how poetic that is.</p></blockquote><p></p>
[QUOTE="gyor, post: 7384864, member: 6670153"] I always make my Sorcerers have intelligence so they can get Ritual Casting Wizard or Cleric feat, it massively supplements their spells known. This is especially true for Sorcerers, Rangers, Eldrich Knights, Arcane Archers, Monks, and Arcane Tricksters who don't have as many spells known as other classes. There also clever ways to combine knowledge skills and spells. Gate works better with a knowledge of fiend/celestial/fey/elemental and so on names, and Planar Ally works better when you know how to make a proper offering to the deity or semidivinity your asking an ally from. A Arcanea roll to know the right vibration Planeshift to a demiplane. Also Nature is effectively the nature science skill (Biology, Ecology, Physics, Geology, Chemistry all of which falls within nature). That can be useful when casting spells that effect wild life, terrain, and natural forces. Water Vechiles plus nature to steer a ship through nasty weather makes sense with advantage. History can be used to navigate ruins (I saw a map once in an ancient archive of this place when in was still in use). History can also be used to figure out how dangerous enemies and other challenges based on historical examples. (King Arzoun once dealt with a pack of Gnolls successfully by using tactic x). None of those are house rules btw. Here is the thing, intelligence is one of the most powerful stats in the game, both the players and the characters! See to get the most out of your characters intelligence score the player has to use their own RL intelligence to get the best out of it. I like how poetic that is. [/QUOTE]
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