Dumb (but effective) Fighters

Rolzup

First Post
So I had this idea, see?

The character that I have in mind is a fighter, specializing in the use of the scythe -- he's a farmboy, it's what he's used to, y'know?

As I've concieved of this character, though, he's a Big Tough guy -- his muscles have muscles, and *those* muscles have muscles of their own -- who isn't all that bright.

He's a nice guy (in fact, my ultimate goal is to make him a paladin), but naive, overly deferential, and more than a little stupid.

But then I realized that all of the interesting scythe-worthy combat feats (like Improved Trip, say) decend from Combat Expertise, which requires a 13 intelligence....

So now I'm wondering: is there a way to make this concept an effective fighter while keeping him dumb?

Rolzup
 

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Rolzup said:
So I had this idea, see?

The character that I have in mind is a fighter, specializing in the use of the scythe -- he's a farmboy, it's what he's used to, y'know?

As I've concieved of this character, though, he's a Big Tough guy -- his muscles have muscles, and *those* muscles have muscles of their own -- who isn't all that bright.

He's a nice guy (in fact, my ultimate goal is to make him a paladin), but naive, overly deferential, and more than a little stupid.

But then I realized that all of the interesting scythe-worthy combat feats (like Improved Trip, say) decend from Combat Expertise, which requires a 13 intelligence....

So now I'm wondering: is there a way to make this concept an effective fighter while keeping him dumb?

Rolzup
In D&D terms, Intelligence is the ability to learn a concept, while Wisdom plays the role of common sense decision-making, so play him with a low Wisdom instead of a low Intelligence. Since simply being Intelligent doesn't make the character educated, it should be easy for you to play out situations where his lack of knowledge, combined with his lack of common sense, gives you the character you are aiming for.
 

I don't think that a dumb fighter would even think of using special combat maneuvres such as Trip Attack... A dumb fighter would probably just hack away as hard as he can until his opponent was just a bloody mess of the floor.

Nevertheless, the character you described (hulking farmboy) isn't necessarily dumb. He just hasn't seen much of the world. He doesn't know much outside of farmwork, but that doesn't mean he can't learn quickly... he could be naive and shy, traits that can be mixed with stupidity...

Slim
 




The good old paladin problem... Int as the only real dumb stat :D

KoK PG has some Wis based combat feats such as Meditate, Patience and Know your enemy.
 

The problem with taking the Wisdom hit is that he'll later come to depend on that for his paladinly spell casting. Assuming that he actually reaches such a high level.

What I want here is a FUN paladin. The last paladin of our game was...well, a typical paladin. You know the sort: an effective warrior, but something of a millstone around the party's neck.

"We need to negotiate with these people...someone distract the paladin, or he'll get all holier-than-thou on them."

This guy, ideally, would be a more pleasant character to deal with. Tremendoulsy humble and deferential to his companions, but with a strong moral core. And a big scythe.

The plan, actually, is to do two or three levels of fighter...and then go Paladin without telling the rest of the party. The character himself wouldn't be entirely aware of his new status, in fact.

I'm used to playing the rather scummy thief types -- scam artists and con-men, particularly. This guy seems like a really fun change.

Oh, and what exactly *is* the "KoK PG"?

I'm somewhat acronymically challenged today, it seems.

Rolzup
 


Rolzup said:
The problem with taking the Wisdom hit is that he'll later come to depend on that for his paladinly spell casting. Assuming that he actually reaches such a high level.
There is a solution:
Profound Faith[General]
You may not be the brightest holy symbol in the temple, but your faith is stronger than most. You use your faith more than your wisdom to call for aid from your god.
Prerequisites: Cha 13+
Benefit: You may use your charisma instead of your wisdom to determine what level divine spells you can cast and the number of bonus spells you receive. You continue to use your wisdom modifier to determine everything else about your divine spells, such as DC for saving throws against them.
It is a feat which is from the The book of righteous might (IIRC - maybe someone can help here) ask your DM if he allows this feat. I have allowed it in my campaign, but it is THE paladin feat.
 
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