3 int... [Archive] - Wizards Community

Post/Author/DateTimePost
Konal

02-25-05, 04:38 PM
Ok, im using the monster class progression from Savage Species, I am playing as a troll. See they have a -4 to int, and after placing the rest of my scores I was left with a 7, so now I have a whole 3 intelligence.

So my questions which have probably been previously asked and answered (If thats the case please point me in the right direction) but if not I'd like some input

Can I speak? I have Giant as my only language, I also decided to name my character 'Run' as thats what he hears most when people see him. but can he actually speak Giant, if he can I know it would be stuff like "me kill" and "you die"

I had some other questions but I got distracted by ST:TNG on spike so... maybe i'll remember them later, but any info on 3 int would be very helpful, thanks in advance
Jell_Moo

02-25-05, 04:51 PM
An Int of 3 is barely above animal. Language skills are going to be minimal. He'd likely only understand the simplest of slowly spoken sentences, and would have trouble forming words with more than a single syllable.

His reasoning skills are going to be virtually non-existant. He certainly won't understand things like the difference between arcane and divine magic, or science.

It's definately going to be an interesting experience.
Draco Strang

02-25-05, 06:51 PM
3 Int is virtually unplayable. Very nicely ask your DM if you could bump it to a 5 or 6, as these are remotely possible of being played by whoever is running the NPC.

It certainly won't be a tactical adavantage or anything. 6 is still really, really dumb. In the real world, a 6 would let you have a job carrying mortar for bricklayers, stacking firewood, and that's about it. You character won't be able to grasp tactics beyond the level of "team up with the fighter and hit that orc, NOW!" Flanking and such would happen by accident.

But I assure you, 3 is virtually impossible to do properly.
Encard

02-25-05, 07:25 PM
Yes, your character could speak... As you yourself said, though, his language skills would be quite stunted indeed - low vocabulary, short and broken sentences, the works.

I have to say that I don't quite agree about Int 3 being unplayable, though... One of the characters I currently have is an Int 4 half-ogre barbarian, and although he's yet to contribute anything creative to the party, he's been useful and not, as far as I can tell, detrimental. He lets the party's paladin (and other nice members of the group) tell him what to do most of the time... The rest of the time he's usually either admiring the pretty landscape or hacking through the bodies of his enemies with his greataxe. His big thing is liking pretty things and not liking nasty monsters. Now, and Int 3 character would be somewhat less competent even that my character... However, I think you'd be able to play one if you worked it out a bit beforehand.
steenan

02-25-05, 07:45 PM
IMO it is possible to roleplay such character and it can be fun by itself. Just remember about:
1. Nearly non-existant language skills. Never speak more than two words together (one should be enough). What is more important, the character won't be able to understand complicated (more than two-word) sentences. Look at the tricks under the Handle Animal description as a guide how your party should comunicate with you :)
2. Nearly-nonexistant tactics. Just go and smash. Do not use any combat manoeuvers, for which you don't have RACIAL feats or special attacks. Don't think about flanking, AoOs etc. Remember, the biggest enemy is a biggest threat (you don't understand magic anyway...).
3. Nonexistant knowledge and reasoning skills. Most things your party will do will be "too complicated" for you. You don't understand such things as bluff or flattery, don't discern noble (or, even worse, cleric or wizard) from commoner, have no idea about value of goods. You don't get what the "property" is - just taking what you need or like (no matter if it belongs to someone) and giving away everything what you don't find useful (no matter if it is, for example, a +5 dagger - in your eyes, it's to small to be a good weapon).
4. Strong instincts - without intellect, they are everything you have. If you're angry - kill or maim. If you're scared or badly hurt, run. If you're hungry - eat (fallen enemies tend to be tasty - and eating their hearts make you stronger). If you feel horny - catch a girl (you are the strongest and biggest male in sight so she's yours, isn't she?). Defend your pack (the party). Guard your teritory. Never return where you got hurt. etc.
Super Guy

02-25-05, 07:55 PM
Yes, unless you purposely threw your Int to 3, ask your DM if he can boost it to maybe 5.

If you're going to play 3, at least play it fairly. No two-syllable words for you :D

Basically, play your character as you think an animal would react, only with slightly better training. In fact... chances are, you have to be potty trained by your party. In an emergency you'll have accidents, doubtless.
Your party better really like you, or really want to have you around, too. Because, honestly, if I were traveling with an Int 3, I would probably run away, disgusted by him. It's truly an abhorrent experience, I have to believe. :eek:

Anyways... have fun! :devil:
Andrew_980

02-25-05, 09:40 PM
Another thing to consider is if the rest of the players (and their characters) are cool with this. most adventurers probably don't want a severly retarded thing following them around, and the players will probably get sick of it especially if you actually RP a 3 int
JadeSpider9643

02-25-05, 10:17 PM
Ahh the glorious 3 Int. Like it's been said so far your understanding of language and society and these things is MINIMAL.

For social skills, you basicly see all people in 3 categories: Funny, Mean and Boring. If someone is funny, that means you like them, since your a troll, if you meet a "funny" halfing, you might pick him up and try to take him with you. "Mean" people just get smashed. this includes anyone that acts aggressively. Note that it doesn't necessarily have to be insulting, your language skills wouldn't understand it anyway. Boring people are usually stuffy nobles and anyone who uses lots of big words. Just interrupt them shout "Dis boring", walk away and go look for more funny people to take with you.

Your language skills are PATHETIC. You have mastered a small list of nouns (knife/axe/stick, food, water, man/boy, girl (not 'woman'), chair, bed....) and a few verbs (eat, smash/kill, take, want, like/hate...). You know even fewer adjectives(big/small, mean/nice, ugly/pretty, fast/slow, good/bad), and probably NO adverbs.

Combat is a fairly complicated experience, espically for someone with 3 Int. So you may want to re-think your weapon selection if your using anything other than a really big stick. you can probably handle a big metal stick (sword), but something like an axe might be pushing your tiny brain to it's limits. As far as tactics, if the enemy is CLEARLY the enemy, then you should be just rush and smash whoever you reach first. If your party has been hired by a halfling village to take care of some evil halfling bandits attacking the village then you might have some problems. Because the "small people" are your friends, and now the "small people" are attacking your group, this will cause you much confusion. Exactly how you want to roleplay this is up to you.

How exactly you react to magic is up to how you want to play the character. Magic can either be a scary and confusing thing that you just shrink from and avoid. If you get hit by magic missile you might turn and run out of fear. Or magic could be something nice and shiney, you spend most of your time pestering the group to do some prestidigitation (obviously you won't call it that). Another option might be simple lack of comprehension on the subject entirely. If you get hit by a Ray of Frost, you might give a roar of pain (depending on your HP and level) or just ignore it, but either way you don't have a clue what just happened, you just know that your arm hurts.

And most importantly....with a 3 Int, you....ARE....STUPID. you do not learn from your mistakes, and you do not associate 2 things together unless it happens A LOT. If you open a door and get hit by a trap, you're too stupid to realize the door was trapped. You will open the same door later and get hit again (trap permitting).
11d7

02-25-05, 10:28 PM
Any one who disagrees with JadeSpider9643 should think about getting their own mental exam consitering how good of a post it is.
JadeSpider9643

02-25-05, 10:38 PM
Any one who disagrees with JadeSpider9643 should think about getting their own mental exam consitering how good of a post it is.
:blink:

:OMG!

If I didn't know better I'd think 11d7 was me trying to inflate my own ego.....
thefuzzzybear

02-25-05, 10:40 PM
i agree fully. but i love seeing a smart half troll barb(he paid for the reading skill points), we had one once, by accident, some guy rolled all 16s and he put just threw them on the paper and did the mods, and he still had like a 10-12 i think, which was more then the fighter tank, it was funny watching the half troll speak over the human fighters head
Super Guy

02-25-05, 10:44 PM
Come to think of it, you should definitely implement "Words Per Day" if you want a good kick out of things. Wait, no. Words Per Day would be disastrous.

Still, I always find it funny if a character must memorize words and suddenly loses them once he or she has used them up :rofl:
"Can't say potty now, when it really matters, can ya? Should've thought about that before you randomly spoke your words! Hahaha!"

The possibilities are endless, especially if the PCs get the wondrous item "Incense of Word Obsession"
:turkey:
Tiddles

02-25-05, 10:47 PM
When I first read your post I began thinking what exactly is intelligence. A person can be intelligent understanding math, spatial recognition, learning music, etc. There are many different kinds of intelligence. Then I remember that this is D&D and its clearly defined. Its your ability to learn and reason. Obviously, no logic for your character. A previous poster had it right that you'd barely be potty trained and know a few tricks.

Since you're a troll you should probable figure you have an extreme fear of fire/acid. Actually just fire, you probable wouldn't recognize acid until it touched you and "REALLY HURT". The campfire your party lights at night either terrifies you or you insist on putting it out... since your intelligence is 3 you probable don't know how to put out a fire so it probable terrifies you. You may like magic but not a fireball. If you can associate that mages cast fireballs you won't like them. Again this probable won't happen with an intelligence of 3. I definitely wouldn't use any exotic weapons since they'd be to complicated to learn how to use.

Just for reference the 3.0 Monster manual lists monkeys, tigers, weasels, horses, and whales with an intelligence of 2. I'd probable think Koko the sign language gorilla would have an intelligence higher than 3 (in the D&D sense).

Prepare your conversations with a lot of grunts, growls, etc. that only express emotion. Hopefully someone you know and trust (in character) understands you and the giant language. Find a friend and bond to him like Chewie and Han Solo.
Konal

02-26-05, 02:40 AM
First off: JadeSpider9643
noyce post, big and long and good, I agree with 11d7

Secondly: Super Guy
what more can i say than I fell out of my chair because I was literally laughing my a** off

As for everybody else, thank you very much

Tiddles, I am doing that. Another party member is gonna play a Wizard with a very high Int, we've worked it out so far, first of all he speaks giant, so thats good. Basically were going with he gave me 2 rings, bracers, and an amulet (what i bought with my starting money), he taught me that the items will protect me, after several tries for example the 1d3 acid dealing cantrip doesnt affect me when i have one of the rings one, but hurts and takes a long(er) time to heal when the ring is off. Ive come to be able to recognize him as good (not kill) and he uses me for protection, trying (but failing miserably) to teach me things such as, 'dont kill him' and what not.

I like the idea of 3 groupings of people, funny, mean, and boring, im gonna use it.

Also I've decided on naming my character 'Run', because that when he hears whenever someone else sees him

Edit: I forgot.. I dont use a weapon, my natural 2 claws, a bite, and rend, as well as awesome blow (feat from MM, which didnt seem to require much if any intelligence to use) are enough for me
ehrin

02-26-05, 10:16 AM
Just for fun, I am going to disagree with one small section of Jadespider's excellent post:

I believe the ability to learn from your mistakes is wisdom, not intelligence.

That's it, everything else was excellent.

As for playing your character, try to throw in other signs of low intelligence:
Belief in superstitions: I always win fights when i start on my left foot. I always lose things I like after I bathe, so I should not bathe anymore. Patting the dwarf on the head always increases my happiness.

Absolutes: All dwarves are nice. All elves are magic users. All people who wear furs and hides are my friends. Everyone in chain mail is mean and hurtful.

Rituals: Pray a lot, before you do anything. Never look for answers in life, just assume that is the way life is. Always insist on eating at the same time, every day, no matter what. Laugh at the wrong times, or get excited when the party tries to be quiet.

Direct Correlations: You can eventually learn that a campfire means food, but you will think that ALL campfires mean food. It is beyond you that some may be for warmth, or watched by guards, etc.. (Like a dog with a can opener... all can opener sounds mean food). In your world, 2 + 2 may mean 4, but you have no idea why. And you certainly cannot understand how 3 + 1 can be the same as 2+2... The world is pretty much miraculous, and controlled by forces well beyond you.
Bonzai

02-26-05, 03:58 PM
Heh, something I read the other day.

A Professor once asked his students to define the difference between Intelligence and cunning. This was their answer;

During the space age, it was discovered that pens don't work in space. Gravity forces the ink down the pen, and in an evironment without gravity, ink doesn't adhere well to a page and can float off. The American government put their brightest minds to work on the problem, funneled money into R&D, and came up with a pen that can write upside down, under water, in space, and on any surface. The Russian government took a different aproach. They used pencils.

In terms of your character, how much wisdom does it have? With 3 int, it will have a hard time a very limited vocabulary, Eat, want, bash, sleep, more, No, Yes, and a few others. It will not be able to read, won't be able to comprehend complex things. However with enough wisdom, you can sense if something is dangerous, hurtful, or good intentioned. You are pure ID, and while you may be cunning enough to sneak up on an enemy, self control is tough for you unless obviously threatened. You can function more on instinct than logic and reasoning. Going on this premise, you shouldn't bog down your team to much. Hopefully you will spend your next few ability points on int (aka he learns), and should be capable of goblinish intelligence before to long.
Tealgorthian

02-26-05, 04:17 PM
Just a suggestion, but when you stop to camp at night, walk around peeing on things to mark your terrority. ;p
Callista

02-26-05, 05:06 PM
Indeed. Make sure your character has a decent Wisdom, and you can simply play him as kind of an animalistic character--he works on instinct.

Most people who are mentally retarded enough to need special care have low INT *and* low WIS; but if you had a low INT, high WIS character, he'd simply react by instinct--he'd have "gut feelings" about things he really couldn't explain normally--he'd have enough "common sense" to keep him safe in most situations, though he might panic or start bashing things in situations he hasn't experienced before.

It's why a dog will know when someone has bad intentions towards it... or why animals get jittery before an earthquake... or how lions or wolves can use intricate pack-hunting strategy--generally, animals have WIS much higher than their INT. Of course, the low INT is still a handicap--animals can't adjust to new environments nearly as quickly as humans can; this is why wild animals don't do well in captivity, and why stray cats don't survive long in the city (and even feral cats have an average lifespan of about 2 years).

Your troll will probably be comfortable with animals--the ones he sees as companions, anyway, instead of as food; and even "food animals" he'll be more comfortable fighting than, say, a pack of orcs. He'll be able to communicate, ironically, with an animal better than with a human. Give him a pet of some sort--maybe a big, slobbery dog, or a bear cub, or if you're going for humor, a mouse, squirrel, or raccoon.

Don't go for the "retarded" idea; instead, play your troll as a sort of an animal. His communications with sentient beings are, naturally, very clumsy and stunted; and he doesn't understand the odd things they do. He'll be a real liability in town, not even counting his race; and he won't understand the concepts of currency, magic, social skills... any number of things. But in nature, when he can rely on instinct, he's comfortable and gets along just fine.

Incidentally, how are you going to fit a troll (usually a feared monster species) into an adventuring party?
Iyestorm

02-26-05, 06:25 PM
Give him a pet of some sort--maybe a big, slobbery dog, or a bear cub, or if you're going for humor, a mouse, squirrel, or raccoon.

Or a Miniature Giant Space Hamster :D




(Incidentally, Minsc has an Intelligence score of 8 and a Wisdom score of 6.)


I wish I could give you some advice that hasn't already been given so that this post doesn't look like obvious spam. But I agree with the person who said if you're in a halfling town and some rogue (as in mavrick, not class, although some of them may very well be rogues) halflings, you're gonna have trouble telling friend from foe.

Also, consider the normal scores for trolls and how troll society looks at your character.

And don't forget to throw away any and all instinct and inhibition once inebreated.
trapspringer

02-26-05, 11:27 PM
I think you probobly have better than a three. Intelligence operates differently than the other stats, as described in the DMG. There is a table describing exactly what the penalty is on a pont-by-point basis, and it is not a one-to-one ratio. You should look it up.
LosGunD

02-27-05, 01:36 AM
If you're very attached to your wizard friend you might, upon him casting fireball or a similar spell even chase after it!! That would make for quite an interesting situation! Or it might make you like your wizard friend more because the fire is running away from him... I don't know how well I could react to it all, because you have to think of every little situation in a how would I react to this sort of way. Good luck though!! "Fire leave Run's mage alone!! Come back!! Me want smash!! Bad fire!!" :mage:
allenchan

02-27-05, 01:52 AM
just a reminder, I think some of you are being confused with Wisdom. For example, its good to remember that Sense Motive, Survival, Heal, Profession, etc are all Wis-based skills.
Gilean

02-27-05, 11:37 AM
Think of the smartest pet anyone who you have contact with has. You are a bit above that.


Now, for the anticlimax: See SRD, playing monstrous characters. Rolled int of 7, and natural score of 6 or 7, results in intelligence of 5.
Lionhearted

02-27-05, 12:35 PM
3 in int vocabulary= DUH? ;)
Killah Niv3s

02-27-05, 12:38 PM
Once I actually rolled a 3 for my INT and was a Half Orc. That's INT 1 :eek: fortunately my DM let me bump it up to 5 so I didn't have to roleplay it.

Good Luck

:mage: :OMG! :thinks: :fight!:
Encard

02-27-05, 03:02 PM
Once I actually rolled a 3 for my INT and was a Half Orc. That's INT 1 :eek: fortunately my DM let me bump it up to 5 so I didn't have to roleplay it.

Racial penalties can't bring your Int lower than 3, actually, so it'd still have been an Int 3 if your DM hadn't let you bump it up. I'm fairly sure that's the case, anyway...
Moonshadow101

02-27-05, 03:35 PM
Intelligence 3 is the funnest thing in the world to Roleplay. you can talk, but your dumb as a brick. You know about twelve coherent sentences in all and about fifty words. (try listing every word you know. you can hit fifty in about half a minute)
JadeSpider9643

02-27-05, 05:49 PM
just a reminder, I think some of you are being confused with Wisdom. For example, its good to remember that Sense Motive, Survival, Heal, Profession, etc are all Wis-based skills.
Yes there is the whole "that's not Int, it's wisdom" arguement. But I think many Wis based skills assume you have at least enough Int to survive your own stupidity. If you give a 3 Int character a Healer's kit and tell him to go use his Heal skills. He's more likly to EAT the healer's kit. Even if he's 3 Int and 21 Wis, he's not gonna be able to sit down with a needle and thread and sew a wound shut.

3Int PC: Dah, Mee fix broken friend *punches the wound until it stops bleeding*

You see, he's too stupid to understand biology, smashing things is what he uses to fix problems.
MadScientist!!

02-27-05, 06:45 PM
Think about what a dog can do. It knows who it's friends are, who the bad guy is, etc. It doesn't know that the guy wearing the uniform is a police officer. It knows where to find food and how to beg for it. Generally, dogs dont speak too well. Wisdom assumes that you have an intelligence of at least 2 I think, so play your character as slow learning but fairly instinctual.

EDIT: Also, I have never seen a dog try to fix a wound by biting it. Licking maybe, but never biting it (unless they are really hungry :eek: )
Callista

02-27-05, 07:26 PM
Yes there is the whole "that's not Int, it's wisdom" arguement. But I think many Wis based skills assume you have at least enough Int to survive your own stupidity. If you give a 3 Int character a Healer's kit and tell him to go use his Heal skills. He's more likly to EAT the healer's kit. Even if he's 3 Int and 21 Wis, he's not gonna be able to sit down with a needle and thread and sew a wound shut.

3Int PC: Dah, Mee fix broken friend *punches the wound until it stops bleeding*

You see, he's too stupid to understand biology, smashing things is what he uses to fix problems.

Not too likely. Chances are he will probably do what he does if he himself is hurt... hold a hand over the wound, try to comfort the wounded person, maybe pet or comfort the wound (which may admittedly make it worse). If he's seen people bandage wounds before, he may clumsily attempt to do the same, though he may not be able to tie a proper knot on the bandage...
Ssussunriyh

02-27-05, 07:31 PM
Some examples of canine vocabulary, witnessed in pets that my family has owned:

Poking you repeatedly with their cold, wet nose means "I want." Usually one of three things: feed me, pat/play with me, or let me outside.

Head lowered and tail drooping means "Don't want." Usually in response to an incorrect selection from the choices above, but also witnessed when a visitor's dog was pestering ours to play.

That was about it. But then, our dogs weren't very bright, even as dogs go.

Remember that animals are self-centered, and will always place their own wishes foremost. Nor do they plan for the future, or recall the past (except as acquired or trained habits, a la the can-opener sound stimulus-response.)
Vanigo

02-27-05, 07:48 PM
It doesn't know that the guy wearing the uniform is a police officer.
Of course, you can train a dog to trust anyone wearing a police uniform (or something resembling one). You should be able to learn moderately non-trivial concepts, but only if someone's teaching you.

It's going to take you a long time to learn simple things, and an even longer time to unlearn them. Your party could teach you to, say, flank enemies (although it would take a couple weeks), but then you'd probably try to flank every enemy whether it makes sense or not. And of course, you're not going to figure out flanking on your own. Or much of anything, really. Pretty much anything beyond "If I chew on these wires, I'll get zapped" is beyond your reasoning capability, and even that would take a few tries before you got the idea.
hat

02-28-05, 01:35 AM
Personally, I detest playing in games that include somebody who insists on running a character with an intelligence score under 6 (especially when they insist on playing the: "I'm so stupid that I must bash everything and screw up every chance of social interaction drawcard"). I find it extremely frustrating in any typical game, and generally lethally so in anything but a pure hack and slash where mature character/NPC interaction is not required.

But as I always say, each to his own.
MegaFreggle

03-08-05, 08:01 AM
or it's another fine role-playing adventure!
if you know that one player is always screwing things up because he is the stupid guy, you just have to find a solution for that problem.
Kulthos

03-09-05, 12:48 AM
The party needs to lead the int 3 guy around on a leash and release him or her during melee. I do hope the int 3 person is strong.

"Unleash the killer idiot!"
JadeSpider9643

03-09-05, 01:17 AM
I've never had the "pleasure" of having a less than 6 int in a party, but I'm 100% certain that there will be no possible motivation for my current or any future characters to actually travel with such a character.

If it's a good character, then we put the 3 int character to a "home", and send a portion of our good fortune to pay for his care. If we're neutral, we sorta just abandon him during the night and he wakes up alone and isn't our problem anymore. If we're evil... We kill him, he's a liability to the safety of the party.
alexanderwales

03-09-05, 01:20 AM
I find it really funny that Proffesion is Wis based. You could have 3 Int and be the best Sailor on the seas.

I detest that there are three unrelated mental stats. The rules say nothing about Bluff being hindered by low Int or low Wis. That means that it's up to the DM to houserule/circumstance penalty the hell out of characters who have too little (or too much for that matter) of one ability or another. I think I might make a houserule that (barring magic) your mental stats can only be seperated by 10 points.
HomebrewedMonster

03-09-05, 02:16 AM
How is it that within 1 day three intelligent three threads were started, ironic?
FreeTheSlaves

03-09-05, 04:29 AM
My DMG says that your 7 becomes a 5, not a 3.
Dunelord

03-09-05, 06:50 AM
I don't know if this helps you or not but one time I got stuck with a really really bad set of scores. I figured the only thing I could do that was effective was play a half-orc cleric of Kord (3.0) put my decent stat into wisdom, useing my domains (luck and strength) to maybe be able to stay alive (useing luck domain to reroll hit die, strength to hit sometimes). Not a bad plan but it left me with a 4 intel, 15 wisdom. I went with the logic I could do simple everyday tasks, by having just enough brains to avoid complicated things. Exsample tight pants so I didn't need a belt. When confronted with a complicated situation I desided that I would go with whatever idea I came up with first. I was surpised as heck when the rouge DIDN'T take the sneak attack that he could have lol.

I find it really funny that Proffesion is Wis based. You could have 3 Int and be the best Sailor on the seas.

I detest that there are three unrelated mental stats. The rules say nothing about Bluff being hindered by low Int or low Wis. That means that it's up to the DM to houserule/circumstance penalty the hell out of characters who have too little (or too much for that matter) of one ability or another. I think I might make a houserule that (barring magic) your mental stats can only be seperated by 10 points.

What your saying doesn't make a whole lot of sence man. I admit that at a certin point any abilty getting low enough becomes some kind of mental defect - either mental retardation or some type of insaneity - but that doesn't mean that the other stats would be low. Their is no reason someone with a serious socail issues (low charisma) wouldn't able to be very smart (high intel and wisdom). Second your thinking of humans. They way the mind works for other races could be VERY different.
d00m_b4b00n

03-10-05, 11:12 AM
Intelligence, as the PHB says pertains largely to the capacity for reason. As has been mentioned here A tiger's listed intelligence is 2. Real Tigers are extremely dangerous and effective opponents, their ability in combat is not based on their ability to reason but what they have inbuilt and what they have learnt.

Now considering Trolls' regeneration makes them effectively immortal from an old-age stand point, there is a lot of time for them to learn how to fight effectively. So feel free to flank and trip and grapple and ambush. Remember also that trolls are know for being totally fearless (see the MM) even in the face of fire and overwhelming odds.

So feel free to play him as something other then Lenny from "of mice and men". It might me more interesting to play him as a super intelligent animal, rather than a sevearly impaired human.

And as for low Int characters being annoying it depends on how they are played. Of themselves they should be no more annoying than the druid's animal companion or the paladin's mount. Also I would imagine your DM is ready for something like this when he allowed savage species to be used.
RogerWilco

03-10-05, 11:48 AM
What I found that helped me playing low int/wis characters was making a lot of wis/int/cha rolls, just roll a d20 to:
- see if you understood (int)
- remember the previous time/trap (wis)
- trust/follow/believe the PC/NPC (PC/NPC's charisma)