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Intelligence is more a personal choice to dump or keep. If you like having some skills points, then keep some intelligence or if you don't care about skill then just dump it... up to you.
Wisdom governs your Will saving throws. But if you have other ways of boosting those, you can be A-OK. For example:
- some 'fighterish' classes have high Will saving throws
- there's a paladin class that does not cast, and gets its Charisma bonus added to all throws
- you can use spells that reinforce Mind saves (Mind blank) or add your Charisma bonus to Will
- there are feats that patch up Will throws, like Iron Will, Improved Iron Will, and the feats that increase Will throws for fighters with weapon training
Intelligence governs some spell casting abilities and your skill points. You may not care about those at all. It also serves as a gateway for some rather useful feats. But, there are ways to get feats without meeting the prerequisites, or you can just build without those feats.
I have had successful mercenaries with 7/7 in the Stolen Land DLCs, so in combat, it's all good. An 8/8 paladin in the main campaign is doing A-OK, as well, because his maxed charisma is making up for his low wisdom. He trades his casting skill for a few extra feats. By the way, his Wisdom did not stay at 8, either. Without actually focusing on raising it, it's above 10, due to quests and items.
Int might be a bit worse than than wisdom since skills actually matter if you want to max your level early. You don't need too much but you'll want: 3 mobility for Fighting Defensively, Perception (cause everyone needs Perception in this game), and Trickery and Persuasion give all the XP (there are a few throne room Persuasion events where only your main's skills are used). You'll also want to level any skills you need to qualify for your prestige classes.
On topic, if you're still unsure about dumping Int, then do it and take Human (or H-Orc) as a race, you won't notice anything missing.
Disagree on Will being irrelevant tho, but anyway it's hardly quantifiable
These builds get extremely high AC - and more importantly, touch AC - as well as a plethora of combat abilities, both offensive and defensive.
The simplest example would be Monk 1/Sword Saint 19. More complex versions include other classes (such as Vivisectionist, Dragon Disciple, Paladin, Eldritch Knight etc.) to diversify their portfolio.
I would suggest searching for concrete builds (InEffect has a pretty comprehensive list drawn up) and trying them out using the Respec mod. Although all are powerful in their way, some are easier to play, and others "bloom" only in late game.
Possibly less so if your talking about the MC who may want at least a little bit for when they have to talk and a face NPC isn't around.
Wisdom is never a good idea since Wil saves stop a lot of bad stuff from happening and while most martial classes are never going to have a great number there its still best to not make it worse.
Int depends on how much you value you having more than one skill point per level mainly and a limited selection of feats (i have been getting good mileage out of Combat Expertise)
It's true that WIS helps protect against mental status effects but there are a lot of strong melee builds that dump it, including InEffect's classic sword saint build. This is not because wisdom is weak, but because a properly buffed and equipped character using proper tactics can minimize (though not entirely eliminate) the adverse impact of low WIS.
On the other hand there are lot of non-paladin melee builds that focus pretty heavily on CHA even though you might think at first glance WIS would be a better investment. Often you'd pump CHA because you're looking to have some combination of intimidating/dazzling/dreadful, though you might also do it because you want to properly leverage your cleric's bestow grace spell once she's able to cast it.
Melee builds are all over the map on INT depending on whether you care about combat expertise and how many skills you need maxed on that particular character. You can often safely dump it to 7, especially if playing a human, but it's also fairly common to see melee builds leave INT at 10 or even take it into the 12-14 range.
- Remove Fear: suppresses fear for its duration.
- Unbreakable Heart: suppresses negative emotions (Fear, Overwhelming Presence) and effects that would make you harm an ally (Confusion).
- Freedom of Movement: suppresses paralysis (Hold Person) and slow
- Blind-Fight: immunity to gaze effects other than the defaced sisters' gaze attack (which is a fortitude save anyway).
I think that leaves: Colour Spray (which has a HD limit), Rainbow Pattern (the gnome mages in the Pitax chapter cast this), Hideous Laughter (some of the bandit mages and bards cast this), Fascinate (Nereids and the Wicked Chanter), Blinding Beauty (Nymphs) and the Spawn of Rovagug's mind attack.Really Fortitude is the save you have to worry about because, other than poison (which can be countered by delay poison), you have to save against all those nasty effects.
edit. Checked. It's fort.