Your insights on playing an 18 Wisdom

Meridian

First Post
Currently, I'm playing a 9th level elven cleric of Corellon Larethian with some pretty heroic stats (not one below 15, and yes, I rolled them legitimately!).

At the beginning of campaign play, my intent in role-playing this character was to challenge several D&D gaming stereotypes (with the permission of the GM):

1) Elves are just humans with pointy ears and twinked out abilities, with nothing to distinguish them from any other playable race in DnD.

2) That a cleric would heal party members regardless of their alignment or religious beliefs or respect for his god.

3) That an elven cleric of war is an oxymoron.

At this time, this PC would be best described at his worst as arrogant, hot-tempered, mercurial, contrary and elitist. Looking at his stats, he is clearly superior to the human norm, not to mention an exceptional member of his race, which makes his pride somewhat justified. Yet he is also extremely devout in the worship of his god, though the humans in the party don't exactly understand the relationship and manner of worship which seems to vary according to circumstance.

Now, his Wisdom is 18, his highest stat. The easiest example of playing an 18 Wisdom is the Dalai Lama, or an authority figure possessed of quiet serenity and benevolent life experience. Obviously, this wouldn't fit the personality of this particular character.

To date, I've chosen to interpret his 18 Wisdom in-game mainly as indomitable willpower, an incredibly intense faith and devotion to his god, as well as a heightened sensitivity to his environment especially in matters of war.

My question is can anyone think of other traits associated with an 18 Wisdom that would fit the personality, profession, and temperament of this character that I could expand upon during this character's evolution?

Thanks in advance!
 

log in or register to remove this ad

He always knows the exact right thing to do in any given situation to make the situation better. Unfortunately he knows that he knows the exact right thing to do.
 

I like playing high Wisdom characters as very, very perceptive. I suggest that you bump up Spot, Listen, and, especially, Sense Motive, if you're taking this approach.
 

I think perhaps the most important application of an 18 Wisdom to the character that you have described is that he would be aware (in game terms through Sense Motive), that his attitude might be detrimental to the cohesiveness of the party. In other words, he would know that if he acts in a proud and arrogant manner, the humans and other party members are going to get pissed at him and the party will not act well as a unit. He would also know, being a cleric of war, that party unity and trust is important in order to succeed in battle. Assuming he's not lawful, he would probably believe that a good war party is characterized by the bonds that form between its members.

So I would suggest that you play him as something of an enigma. Have him hold back on his advice, but give signs that he knows what the best course of action would be. Watch the rest of the party (high wis = good observer) and take note when others take action that is helpful. When another character does what he would have done in a similar situation, offer congratulations and encouragement. In other words, play a real leader, not just a guy who thinks he should be the leader.

If you get a chance, read Eagle, a manga about a Japanese American running for President. The character there is all that you describe, a soldier at heart, arrogant to the extreme, and yet a wise and compelling leader. Sort of a bastard, but the kind you can't help but respect :)

Balsamic Dragon
 

Pretty coincidental...

My first PC in 3E was an elven cleric of Corellon Larethian, with War as one of his two Domains. His attributes weren't quite as impressive as your character's, but otherwise they sound very similar in most other respects.

Much like your PC, mine was a bit arrogant and condescending, being that he was an excellent warrior and divine spellcaster who clearly was in high favor with his deity (in his opinion anyway ;)). He was frequently aloof in his carriage, and did not freely dispense commentary or advice, instead choosing to quietly guide the party by his actions.

I like the suggestions made the others thus far, and would say that such an egocentric, self-righteous character would deem himself above many of the "petty" quabbles facing the party every day. I think that he would tend to respect the warriors in his group moreso than the others, and be more likely to aid them with healing. His haughty demeanor would generally seem more tolerable given his strong likelihood of being a natural leader on the battlefield, and I would play this PC as demanding respect for his beliefs.

Lemme know more about how this character is developing, I'm very curious to hear about how you've shaped this concept.
 


He would likely be exceptionally perceptive and have tremendous self control. He may realize that his pride may irritate others, and bring it under control in public. (He may hint at it through remarks.)

Of course, what happens when he meets a human who is just as exceptional as he is -- who disagrees with him completely?
 

Well, out of every group of 216 people, one of them has an 18 wisdom. Who's the most perceptive person you know? Play him like that.
 

I would agree with most of the comments so far. I would add that a high wisdom would be very intuitive and wisdom has been called emotional intelligence. While charisma may help communicate and win over friends, a high wisdom lets you have empathy for them and an ability to aid them (shoulf you choose to). I like the path you have choosen for him. An 18 Wis may manifest it self in many ways. Keep us posted!
 

If I may comment on some of your "assumptions" of D&D...


1) Elves are like anybody else....humans with pointy ears.
Reply: Not really. Elves are an extreme, like any other D&D race. In the case of elves, this means extremely chaotic, freedom-loving, art-inspired, tree-hugging humanoids of questionable sexuality. They are *quite* different from any person I've ever met, both in terms of what they look like and *especially* in how they act. Elves love nature, but feel superior to it. They love beauty and find themselves masters of it. They enjoy freedom, and think that nobody has the right to declare themselves the "better" of an elf and thus boss him around. Elves are cocky, snooty, hippie snobs who know that everyone else thinks highly of them.

In fact, one of the things I like best about ALL the races in 3e is that they're very much given a character and a demeanor that makes them exremely *something*. Even the humans are extremely ambitious, varied, and prosperous.

If elves *are* just pointy-eared humans in your campaign world, I think your DM needs to have a bit of fun making them different, myself.

2) Clerics have to heal everone
Reply: I think this is more something for party cohesion than anything. Nothing gets people on the offensive faster than refusing to dole out the cure wounds to 'em, and this is a good way to make people hostile *fast.* It shouldn't be that way, but it's a sad truth. If you don't heal someone, they may get seriously pissed at you.

That said, it's not the most realistic, unless everyone's all buddy-buddy like it's assumed. Just be aware that in being realistic, you may piss peopple off. Some people take not getting healed *very* personally.

3) An elvish cleric of war is an oxymoron
Reply: O'course not. Elves are very warlike....archers, chainmail, longswords. Heck, they're trained to swing around big metal sticks and to hate orcs from birth. They've had to do quite a bit to defend their own egoes over the millenia, and it shows. They usually prefer peace, but they argue that such creatures as Goblins don't want it and wouldn't want it if it was offered -- so if they challenge the elves, the elves kill them for being that cocky in thinking they could take on an elf.

Corellon has the War domain for a reason, after all . :)

I suspect many of these issues will be found to be minor quirks within the group and/or style itself, and I'd applaud you trying to work to show that elves are quite different and can be warlike at a table where they're usually not different and not warlike. You're telling it like it is, not as your group seems to see it. The not-healing thing, if it leads to out-of-character whining, I'd maybe go light on. Maybe ask for a minor donation or something. You can still show your unwillingness, but if it causes a problem it may be going a bit overboard.

So, the role-playing:

He's very wise....and he knows it...and expects everyone to respect that. Especially those who aren't elves, since elves are *obviously* better than other races. He's a confident warrior, perhaps exhaulting in the art of war and the defeat of an evil who thinks they know things that they don't. If you want to go to an extreme, he can only drink elvish wines, only sleep in elvish mats, only wear elvish clothes, etc. A real racist, basically. You could make those who wish healing repeat a prayer or admit their falliability. If you take it too far, though, be prepared for some big-time ribbing when he eventually fails at what he thinks he's best at. The very sins we suffer from are usually what we find most disgusting in others.

I'd also consider using the Gray Elf sub-race. Not so much for a stat reason, but because they're depicted as being quite the superior arse holes, such snobs that they even look down on other elves as being their rustic, gap-toothed, in-bred cousins.

You may also consider eventually mutliclassing in Wizard to practice the full elven art, or maybe Fighter to gain a few bow-related abilities or to "hone the art of war" further.

Have fun with your militant, bigot hippy! :)
 

Remove ads

Top