| Ferrithe |
So most of my party got feebleminded with some nasty high level demonic magic effect. So I am now 1 INT and 1 CHA. When making animal companions or monsters, they are unable to take any feats other than a small "natural style" list, unless they have a minimum of a 3 INT. What happens to an experienced fighter who has 5 different two weapon combo feats? none of them require anything but Dex and BAB, do they still maintain these feats that normally you cant take without a 3 minimum INT, if making them from scratch?
What happens to complex skills that don't require INT, like some of the dex skills or even the Heal skill, what about knowing you can hold your breath underwater and swim, even though you have no natural swim speed?
| Fuzzy-Wuzzy |
If a feat explicitly requires high Int/Cha, they lose its benefits until healed. Other than that, there are no rules that say people need Int>2 to use feats in general---that's a special quality of animals as Non-Sentient Creatures (TM). People are considered sentient even when their Int hits 1, just as animals are still somehow "creatures of instinct" even if their Int hits 18 (dumb IMO, but that's the blog).
Heal etc only depend on the attribute they say they depend on; that's not for realism, it's for simplicity, but I say stick with it.
TL;DR you're fine except for the bits you're explicitly screwed on.
| Claxon |
I would consult with your GM on this.
They may have different ideas on how this ends up working out.
Anything that requires a certain level of int will definitely be out, but other things may or may not be included based on whom you ask, and as far as I know there is no official clarification.
But if a GM said, "You've got animal intelligence, so you can only do things that an animal can reasonably do" it wouldn't be completely out of line. It sucks as the player of such a character, and hopefully it's something your party can remove quickly so that at best you're only removed from one combat.