Rules Clarification for the Feebleminded


Rules Questions


So, I'm reading the description of Feeblemind, and I have a question.

The character's Int and Cha both drop to 1. It looses the ability to cast spells, use some skills, understand language, but still knows who its friends are, and can even defend them.

My question is this.

To what extent is the effected character capable of defending its friends?

Would a Feebleminded Fighter still retain the ability to use his weapons and feats effectively?

With an Int of 1, wouldn't it be reasonable that the character would be limited to maybe natural weapons?

I don't know. The spell doesn't necessarily state this, but it just seems pretty logical to me.

What do you guys think?


Int 1 is going to severely limit tactical decisions, but there's no reason why a Fighter can't destroy stuff/creatures with whatever weapon's at hand.

It's not really a spell to cast on characters that are not Int dependent.

Having said that, if you cast Feeblemind and then can somehow deal Int damage to them (Ray of Stupidity?), they'll fall comatose. But this tactic can be used on anyone. The Fighter will more likely fail their Will save tho.

Grand Lodge

Any creature with an Intelligence score has a number of feats depending only on its level or Hit Dice, plus class features, not its Intelligence. Martial Weapon Proficiency, for example, is a feat for which the Feebleminded fighter meets the prerequisites (none) and which he gained due to a class feature that he still can use (Weapon and Armour Proficiency), so he doesn't lose the feat.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Drawmij's_Heir wrote:

Would a Feebleminded Fighter still retain the ability to use his weapons and feats effectively?

With an Int of 1, wouldn't it be reasonable that the character would be limited to maybe natural weapons?

By the time a fighter is facing off against spellcasters with feeblemind, his weapon training is likely so ingrained as to have become muscle memory and he will know how to use his armor and weapons effectively despite his 1 intelligence.


If the Wizard then turned invisible, the Fighter would probably just swing at the air, one 5' square at a time, rather than use more effective tactics to find him/her.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tanis wrote:
If the Wizard then turned invisible, the Fighter would probably just swing at the air, one 5' square at a time, rather than use more effective tactics to find him/her.

I agree.


A buddy of mine has a pet iguana (a lizard is mentioned in the spell description as an example) We once tried to provoke it, just to see how it would react, as a reference for Feeblemind. Alas, the experiment was not a success, as the iguana mostly just sat there looking unimpressed. Or, at least as unimpressed as an iguana can look.


So obviously feats like Combat Expertise, and anything with an Int prereq would pretty much be lost, but basic weapon proficiency would probably remain?

I agree that there are no in-game limitations mentioned, so I can totally go with this, but I am just trying to get an overall perspective.

I do have a little bit of a logic issue with something that has the intelligence of a toad understanding how to use a tool (ie - weapon) of some sort, but on the other hand I don't want to cheat any PCs out of the ability to contribute to the fight and defend their allies.

Liberty's Edge

The tool use is trained to be second nature. Int 1 creatures are all about second nature. They wouldn't be able to use it in new and exciting ways, but they'd still be using it to good effect.

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