[D&D 3.5] Paths of Legend: Paths of Madness (OOC)

Quick beginner's question. As my minotaur has an int score of 4, just how dim-witted do i have to make him? Speaking with a speech impediment is ok i guess, but in his own thoughts do i have to make him dumb as dirt? What about his in-game decisions? Does my WIS score if 14 help at all? Thanks..
 

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Hmm, well I'm not the GM, but there's some guidelines to help in the various books.

In the PHB, under the descriptions for Ability Scores, it lists an Intelligence of 4 as being average for "otyughs, griffons and displacer beasts." So referencing the descriptions for those creatures might be useful.

It's also worth noting that only creatures with an Intelligence of 3 or better even start with a native language ability...so one can assume his grasp of language is rudimentary at best.

In a broader sense, intelligence would represent general knowledge, an ability to plan things in advance and methodically apply logic to arrive at a deduction. Wisdom represents an ability to perceive and react to one's environment without warning or planning. A character with low Int and high Wis would therefore tend to always be "in the now." He'd have relatively poor memory, and wouldn't be good at working out the probably consequences of his actions in advance...but he would be pretty good at acting effectively based on what was happening in the present.

Definitely an RP challenge!
 


I think Shayuri has summed it up pretty accurately. Most animals in the MM have Intelligence and Wisdom scores comparable to your minotaur, so I'd probably use that as a good starting point. Another comparison would be that of a severely mentally challenged adult (with an adult's drive and physical maturity) or a very young child; say perhaps equivalent to a 3 to 4 year old. Language and social skills would be rudimentary at best as would reasoning, planning and memory. Sentences would likely be short and to the point "Want this." "No want that." "This mine." "That yours." "Go away."

Such a character might try to follow the lead of smarter individuals in its entourage or seek to physically dominate others with brute force out of frustration and fear. Good luck... :uhoh:
 

In reference to Int/Wis, I like to use the rain example. Lets say a character is outside and feels drops of water land on his face. A low intelligence character knows he's getting wet, but doesn't understand why. An average intelligence character knows its raining. A high intelligence character can probably deduce how long the rain will last and how severe it will be based on previous experience and observing the clouds.

Meanwhile, regardless of intelligence, a low wisdom character will stand there and continue to get wet. An average wisdom character will try to cover up or get to shelter. A high wisdom character will...uh...my analogy fails at this point because I'm not a high wisdom character. ;)

In reference to the dungeon layout and guard rotation...

You are two "levels" underground, though each cell's ceiling is high enough to allow a high, barred window adjacent to the execution yard. The cells are situated in two lines with a ten foot corridor between them. The corridor dead ends at the trap door leading to the oubliette. In the other direction is another arcane lock enhanced door, this one solid stone with a small, barred, window. Beyond that door is a guard station with stairs leading up to the lesser security area of the prison (those prisoners not condemned to death). Opposite the "death row" cells from the guard station is a long corridor leading up into the execution yard.

The guards come in for meal time and to escort prisoners up to the execution yard. Otherwise they are rarely seen. The guards carry shock-sticks, a +1 shock club that discharges an electric jolt effect on command, and has a special adjustment that allows it to deal non-lethal damage. At least four guards are always present during each meal delivery or prisoner escort. A Red Wizard administrator is called in to deal with particularly dangerous prisoners, though the prisoners have overheard the guards talking about how it is unwise to disturb the Red Wizard.
[sblock=For Voda Vosa]Your character knows that there is a hidden entrance to the buried ruins below the city within the oubliette.[/sblock]
[sblock=For Ambrus]Your character has discovered a hidden door in the oubliette, leading further down, though he doesn't know where it leads[/sblock]
 

Are our magical/psionic abilities curtailed or suppressed in this prison?

Is there warding against scrying/teleportation in place?

Shard's been keeping an 'eye' on her psicrystal every so often since she came in via her remote viewing power...if that's possible.
 

Not as such, especially against psionics (the Red Wizards are still unfamiliar with it), but those who do manage to escape here are recaptured 99% of the time (usually via divination and teleportation) and sent to the Abjurer's Labyrinth...a place rumored to be inescapable.

In other news, the revised templates are attached.

Some notes on how they interact...

When the two templates are used together, the Aberration type overrides the Monstrous Humanoid type. The claw attacks gained from the feral template apply to the creatures "primary" arms. The damage from the secondary arms' claw attacks does not change.

Any questions, let me know.
 

Attachments


Hmm, interesting. Ok.

Would it be fair to say then that Shard has some idea of where our stuff is, and what sort of measures protect it?
 


Ok so since the revisions nerfed all 3 of the things I likes most about the feral template AND the 2 things I liked most about the insectile template, here is the alternative version:

[sblock=Stat Block]Ma’haretek
Level 2 Racial, 2 Fighter, 1 Cleric
Thri-Kreen (Djihon Islander)
Monstrous Humanoid

Hit Dice: 8+2d10+1d8+1d4 (26)
Speed: 40 ft./climb 30ft
Armor Class: 16/16 (+3 Natural, +3 dex)

Base Attack/Grapple: +4/+12

Space/reach: 5ft/5ft

Attack: Claw +10 (1d6+5 /x2)

Special Qualities:
Darkvision 60ft
Leap: +30 Jump
Immune to sleep spells and effects
Domains: War & Pride
Turn Undead
Spontaneous Healing

Saves: Fort +5 Ref +6 Will +5

Abilities: (base, + racial, + lvl)
Str 20 +5 (17+2+1)
Dex 17 +3 (13+4)
Con 10 +0 (10)
Int 13 +1 (15-2)
Wis 12 +1 (10+2)
Cha 6 -2 (10-4)

Skills: (24 pts)
Listen 8+1
Spot 8+1
Hide 4+3+4

Languages: Common, Thri-kreen, Djihonian, Draconic, Thayyan

Feats:
Deflect Arrows (bonus Racial)
Improved Natural Attack: Claw (bonus fighter 1)
Multi-Weapon Fighting (bonus fighter 2)
Weapon Focus: Claw (bonus cleric)
Combat Expertise
Deadly Defense

Alignment: Chaotic Neutral

Spells Prepared: (3/2+1)
0: Detect MagicX2, Create Water
1: Blood WindX2, +Magic Weapon


Missing items
+1 Mithral chain 4-armed shirt 2,250
Beastclaws 9,610g
Healing belt 750g
(still have)
Beat-up old hooded brown cloak
Leather harness[/sblock][sblock=background] Ma’haretek is quite literally a monster from every child’s nightmares standing over six and a half feet tall, he tends to walk on his toes most of the time. Born a tribal slave to his Yuan-ti masters, he was made the target of cruel machinations that focused his rage toward a single purpose. Seeing a chance to create a fearsome weapon out of him, the snake lords sent him to Thay as an assassin to wreak as much confusion and havoc as possible before he was killed. So he was taken half way around the world as a nasty surprise against the red wizards.

When the horrified thayyans saw the enraged beast casting spells as he rampaged through the center of the city, they new he must he destroyed, even as he sliced through the populace at ranges that far exceeded his reach. Ma’haretek's haunting bellow echoed down the streets of fleeing townsfolk. He targeted anyone that dared to wiggle their pink little sausages at him, making short work of many of the frail casters before they overwhelmed the frenzied weapon of flesh. [/sblock][sblock=Description]Height: 6ft 8in
Weight: 200lbs
Eyes: black (Large and independently swiveling)
Hair: Coarse black hairs like spines protrude evenly over his body
Skin: mottled tan and brown chitinous plates cover his entire body and head.

Ma’haretek has 4 arms as well as a strong pair of legs. The 4 fingers of each hand end in a viscous looking claw with a thick bony ridge down the back for extra strength. His unblinking black eyes are set a bit wider than most bipedal humanoids. His jaw is an amazing compound structure of moving parts and gnashing teeth, accentuating his alien appearance. The thick spines that cover his bony plated body are longer at the outside edges of his many limbs, and at his jawline for a somewhat fringed appearance. Antennae grow from the top of his head and swivle independently just like his eyes. His body is covered in primitive green tattoos in a variety of spiral and spiked patterns that flow seamlessly over the various interlocking plates that form his outer covering.

He walks on his toes like an animal ready to pounce, but under all that chitinous armor it’s impossible to tell if he actually is or not. Aside from a noticeable hiss and some slightly sharper consonants, his voice is still disturbingly human, but can quickly turn into a bone-scraping screech when he gets agitated.[/sblock]And once I find the link to the RG (or someone reposts it) I can post him as soon you take a look CM. Same feel but no rewrite neccessary.
 

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