GM loves mind control; PC choice


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In one game the GM loves mind-control. I joined a running game and during 3 sessions we had 3 mayor fights. In each of them at least one PC/NPC got mind controlled and attacked the party.
In addition the GM seems to mainly focus on the tougher PCs. So it seems like a squishier PC with good resists vs mind control who can get party members free from control.

I thought about a caster cleric with the glory/honor domain for a immediate action reroll on failed saves vs mind control. And he can give allies a reroll after one round, too.
For a second domain I could see weather for some blasts or trickery for copycat and some illusion spells. Perhaps an archetype that wears light or no armor.

Another idea was a wild rager who can make a second save a turn after being mind-controlled and become confused instead of controlled if it is successful. But barbarians are too tough and have a weaker will save.

For race dwarf with steel soul seems good.

What ideas/suggestions do you have?
The game is 10th level.


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I'm not familiar with all options so I'd have to poke around a bit but a personal favorite is punching the spells out of people. Yes, even your own party members. Though to be fair, usually you use a sword.

Unbreakable Fighter is pretty good at fighting mind-affecting, Bravery is replaced by a bonus to mind-affecting, gets Stalwart (evasion for Fort and Will saves), gets Heroic Defiance, which is combination with someone who can cast Protection From Evil can save you from mind control (delay the mind control until after you're immune).

Irrepressible lets you replace Wis with Cha for charms and compulsions. Steadfast Personality gives you an insight bonus equal to Cha to will for mind-affecting spells. For the Charisma caster who's not SAD enough yet. Oracle is nice to make it even worse.

Oh, and if you worry about the barbarian failing will saves you want to roll with a human barbarian, Superstition, favored class bonus into superstition, and buy a Headband of Havoc. You can't use an archetype that trades out Uncanny Dodge, that's about it. That gives you +7 to all saves against spells, SLAs, and SU abilities and once a day you can rage as an immediate action when you're attacked or have to make a save. So that saves you from one ambush a day. I personally prefer Invulnerable Rager but you can't use an immediate action while you're flat-footed so you'd need a way to be immune to flat-footed to pull it off.


Rerolls are always good.
Magic Circle against Evil. Extend with rod, lasts at least 3 hours at level 10. You can also summon a hound archon or few if you have used your own magic circles.
If you have high charisma divine caster, grab Divine protection to get Cha to saves.

I would not take Wild rager, you are better off disabled than confused.
Barbarian with superstition pumped to max(human fcb) and eater of magic has about +11 to saves without items or stat/class bonuses at level 10.
Eater of magic allows a reroll on a failed save.
Get spell sunder to gently knock the mind control off your friends heads.

If you take dwarf, grab the Glory of the Old trait for another +1 to saves.

Edit. ninjaed by 20 seconds.


Bob Bob Bob wrote:


You can't use an archetype that trades out Uncanny Dodge, that's about it.

Which of the things you mention prevent you from swapping out Uncanny dodge?

Oh, and can you really stack all those CHA to saves feats?


Oracle with high Charisma and Divine Protection feat can get some fairly impressive saves.

This spell will wreck most mind control.

The Clear Spindle Ioun stone has a Resonanance ability (something introduced in the PFS seeker of secrets, you stick an Ioun stone in a way finder and you get a bonus power. Weaker versions of the stone run the risk of breaking when you do.)
this ability grants you constant Protection from evil for the sake of Mind control and Possession.
Won't work on everything but Evil critters are a big chunk of what uses spells like that.

If you just want to be the nail that breaks hammers in this instance I would suggest Dwarf Zen Archer monk. Tank your charisma, boost your Wisdom into the sky and take the Steel soul/Glory of the old feat/trait combo. A total of a +5 vs spells/SLA's in comparison to a non-dwarf.
Your ability to output massive damage with ranged attacks will mean said bad guys need to focus on you. Your insane monkly saves will make that very hard to do.


Ah, I edited it to include why. You cannot take immediate actions while flat-footed. So you can't, if you're surprised, use the headband of havoc to rage as an immediate action. Which means you lose the superstition bonus.

And you can stack Divine Protection and Steadfast Personality but you can't stack Divine Protection and Irrepresible (which is a trait by the way) because the source of both is "Charisma".


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Ah, I see. You could take the trait Defensive strategist to be not flat-footed.


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cast communal protection from evil before every fight. every. Fight.


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WagnerSika wrote:
Oh, and can you really stack all those CHA to saves feats?

You can stack different "attribute to X" abilities as long as they're of different types, and no more than one is untyped. Steadfast Personality is an Insight bonus, so it'll stack with Divine Protection or Irrepressible. Protection and Irrepressible are both untyped, so you don't get double-Cha from that. Instead, Protection's backup clause kicks in so you get +Cha+1 (which makes it a bad deal unless your Wis is low, since Irrepressible replaces Wis).

To the OP: Oracle would be the power option. Take some of these Cha-to-saves abilities and become nigh-immune. Dual Cursed opens up the Fortune and Misfortune abilities for re-rolls (and you can hit an ally with Misfortune just fine).

Pick up a few Pages of Spell Knowledge with Protection Against Good/Evil/Law/Chaos, and you can slap mind-control abilities off your party entirely. If all the effects are susceptible to just one of those spells, save the money and just learn it. You can also just learn them all, if you don't need those spells known for anything else.


Thanks for the suggestions.

- Ioun stones are not used in this campaign so that option is out.
- Short duration buffs like protection from evil are good but do not help if the combat starts with "surprise round make a will save".
- Not sure if divine protection is allowed
- Misfortune is not allowed to be used to force allies to reroll failed saves.
- Heroic defiance seems only do work against conditions not against being mind controlled

How do you like the honor subdomain ?
If I make a dwarf with that subdomain, steel soul and glory of old I would have a high save (wis based, strong wis save, +3 bonus) and the reroll.

How about if I add the Insanity subdomain ? That would give me another +4 to mind affecting effects and make me confused if I fail. So at least the one controlling me could not do so for the first round.
The only question would be how both interact? Would I get my reroll before becoming confused?


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Just a Guess wrote:

In one game the GM loves mind-control. I joined a running game and during 3 sessions we had 3 mayor fights. In each of them at least one PC/NPC got mind controlled and attacked the party.

In addition the GM seems to mainly focus on the tougher PCs. So it seems like a squishier PC with good resists vs mind control who can get party members free from control.

I thought about a caster cleric with the glory/honor domain for a immediate action reroll on failed saves vs mind control. And he can give allies a reroll after one round, too.
For a second domain I could see weather for some blasts or trickery for copycat and some illusion spells. Perhaps an archetype that wears light or no armor.

Another idea was a wild rager who can make a second save a turn after being mind-controlled and become confused instead of controlled if it is successful. But barbarians are too tough and have a weaker will save.

For race dwarf with steel soul seems good.

What ideas/suggestions do you have?
The game is 10th level.

Three mayor fights? They have something against local governments?


RDM42 wrote:


Three mayor fights? They have something against local governments?

Sorry, as a non-native speaker things like j and y are easy to mix up. More so if the spell-check doesn't light up.


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Just a Guess wrote:
RDM42 wrote:


Three mayor fights? They have something against local governments?
Sorry, as a non-native speaker things like j and y are easy to mix up. More so if the spell-check doesn't light up.

I'm just joking with you. It's not as if I don't make typos myself, boy do I.


I hear ya, bro! I hear ya!


I wouldn't make a character that is focused on anti-mind control. Your GM will find a new favorite way to try and kill your characters.


He doesn't want to kill them, just to take them out. And to control the fight.
He contemplated nerfing the shadowdancer pc another player runs because the pc is stealthed most of the time and thus can't be easily targeted.

Right now I am contemplating whether to build a new pc or to quit the group. I already made it clear that I do not want to keep playing my current pc.


Personally, I would just get to know the Mind Control effects and play along. Mind control is really just a role playing opportunity. Dominate Person sucks, but everything short of that basically just places restrictions on your behavior, and restrictions are great opportunities for creative endeavor.

Of course I'm kinda different in that I don't see any meaningful difference between persuading someone through normal conversation and other 'mind control' effects. Either way you are altering their mind to induce a desired behavior.


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Seducer's Bane is a handy item

Quote:
The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. Seducer's bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective.

There is a guy in my group who hates getting mind controlled. It's the damndest thing, doesn't matter what character he is playing, if he gets turned against the rest of the group his dice rolls become rediculously good. Someone usually gets killed if her gets controlled. He's done a lot of work to make sure it never happens again, looked up every way he can find to foil control spells. His current character is an Oracle and he has the most rediculously high will save I've ever seen.


JJ Jordan wrote:
I wouldn't make a character that is focused on anti-mind control. Your GM will find a new favorite way to try and kill your characters.

Yeah. Put some effort into taking (mind-controlled) people out of the fight too. If you counter something completely, there's no telling what will be thrown at you instead...


Well if you are going with high saves route. There is pretty nifty defensive build, I made this for a fellow gamer as a cohort for another game we do not share, it was for level 8 but should not be too hard to mod it. (Though it is hardly an original idea)

NOTE: This is pretty much going from memory and the hip so do not expect 100% accuracy.

Dwarf paladin:
Assuming Point buy 20:
Str 16(+1 level) Dex 12 Con 14(+2 racial) Int 10 Wis 14(+2 racial) cha 14(-2 racial +1 level)
Feats: Fey foundling, Steel soul, Greater mercy, power attack, And one more of whatever strikes your fancy.
Trait: Glory of old.

now what is the use of this? Well as paladin you got aura of resolve that only helps with charms but I would reckon with such a GM they would not be uncommon.(note that at 17th level there is Aura of Righteousness ) Your saves will be ridicilous* and you can take a beating from dominated friendlies while the others try to solve the issue. Now if you go sword and board for even more defense it also means that if by some miracle you will not be such a huge threath as you will be relying somewhat on your smite evil for damage, wich is probably ineffective against party members. Also Paladin spell list does have magic circle against evil wich is 10min/CL

*With assumption of +3 cloak and +4 Cha headband, F:+16 R: +11 W: +16, +5 against spells and spell-like, +3 poison. Immune to Fear, Disease, Charm.


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Has anyone mentioned playing a native outsider as it makes you immune to all spells that affect humanoids? Charm person, dominate person - you wont need to think about those.


Just a Guess wrote:


- Short duration buffs like protection from evil are good but do not help if the combat starts with "surprise round make a will save".

Like I said, at 10th level you can easily have Magic circle vs evil running for 200 minutes per casting time. That is over 3 hours. Of course if the GM is really determined to get you dominated there is little you can do, he will just have the monsters attack when ever you have not cast the spell. You could have lesser metamagic rod of quicken on hand to cast prot. evil in ambushes. Of course the GM will then use only true neutral enemies.

If you have a caster with a really good charisma you could dominate your hard hitters before the bad guy does that. Cast dominate person on the barb every 10 days. Order him to behave normally. Evil guy casts dominate on the barb, it is Charisma check which one of you he obeys :D


TheTheos wrote:
Has anyone mentioned playing a native outsider as it makes you immune to all spells that affect humanoids? Charm person, dominate person - you wont need to think about those.

That is just.. brilliant. Just have the whole party be aasimars, tieflings and so on. I think this is the best suggestion so far.


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First thing: Get Protection from Evil up and running. Remember that Prot. from Evil. doesn't just block a new spell. If somebody is already whammied, the spell gives him a new save vs. the whammy with a +2 bonus to the save.

You might also want to consider a rolling a grapple specialist with a high Will save. If you've got a problem with the GM whammying your friends all the time, a grapple specialist (esp. a brawler or a monk) can incapacitate the whammied PC without permanently damaging him.

It might also be worth talking to your GM about his control issues. It's perfectly fair for monsters to use control-type effects on PCs. It's also fair, IMO, for smart enemies (especially those with scrying abilities) to strike at PCs' weak points. But it's not OK if your GM is specifically seeking to control combat.


TheTheos wrote:
Has anyone mentioned playing a native outsider as it makes you immune to all spells that affect humanoids? Charm person, dominate person - you wont need to think about those.

I'm drawn between making a native outsider or a dwarf with his many bonuses to saves.

But the dwarf abilities have the drawback of only mentioning spells and SLA, not SU.


Aren't Paladins immune to mind control?


I don't think they are. But however, the setting doesn't allow paladins as the party has to work with evil/monstrous NPCs in a way a paladin could not.


Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.

Neutral Wizard: *Grins*


I wouldn't be surprised if the GM was going to just cheese his/her way to mind controlling the player characters despite their attempts to defend against such...


Rynjin wrote:
Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.
Neutral Wizard: *Grins*

Why?


Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.

this looks like a ok fix. If you are a wizard diviner(pehaps the forsigth subschool) you will have good initiative and always get to act in the surprise round.

And you can boost int, get Spell focus, gereater spell focus and dominate back at him:)


Cap. Darling wrote:
Rynjin wrote:
Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.
Neutral Wizard: *Grins*
Why?

Because as the name suggests, Protection From Evil only protects from, well, evil.


What do you think about an animist shaman? he gets the ability to exorcise possessing entities and some control spells.

I am thinking Aasimar sensei monk 2/ Animist shaman 8. Not decided yet on the spirit but as the campaign revolves around a ship waves would be an option.


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Just a Guess wrote:
He contemplated nerfing the shadowdancer pc another player runs because the pc is stealthed most of the time and thus can't be easily targeted.

This is... telling.

If you beat the GM's go-to tactic he considers you nerf-worthy. Honestly doesn't seem like a situation you can win.


WagnerSika wrote:
TheTheos wrote:
Has anyone mentioned playing a native outsider as it makes you immune to all spells that affect humanoids? Charm person, dominate person - you wont need to think about those.
That is just.. brilliant. Just have the whole party be aasimars, tieflings and so on. I think this is the best suggestion so far.

as someone who is currently in a mostly Aasimar party

you get unholy blighted a lot

and it really hurts

also it doesn't stop charm monster


Rynjin wrote:
Cap. Darling wrote:
Rynjin wrote:
Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.
Neutral Wizard: *Grins*
Why?
Because as the name suggests, Protection From Evil only protects from, well, evil.

Hmm it seems that is correct. Is that a PF change?

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
RDM42 wrote:
Just a Guess wrote:

In one game the GM loves mind-control. I joined a running game and during 3 sessions we had 3 mayor fights. In each of them at least one PC/NPC got mind controlled and attacked the party.

In addition the GM seems to mainly focus on the tougher PCs. So it seems like a squishier PC with good resists vs mind control who can get party members free from control.

I thought about a caster cleric with the glory/honor domain for a immediate action reroll on failed saves vs mind control. And he can give allies a reroll after one round, too.
For a second domain I could see weather for some blasts or trickery for copycat and some illusion spells. Perhaps an archetype that wears light or no armor.

Another idea was a wild rager who can make a second save a turn after being mind-controlled and become confused instead of controlled if it is successful. But barbarians are too tough and have a weaker will save.

For race dwarf with steel soul seems good.

What ideas/suggestions do you have?
The game is 10th level.

Three mayor fights? They have something against local governments?

It's a campaign where Rudy Gulianai is the end boss.


2 people marked this as a favorite.
Cap. Darling wrote:
Rynjin wrote:
Cap. Darling wrote:
Rynjin wrote:
Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.
Neutral Wizard: *Grins*
Why?
Because as the name suggests, Protection From Evil only protects from, well, evil.
Hmm it seems that is correct. Is that a PF change?

The prevention of mental control has nothing to do with evil creatures.

Relevant excerpt from the spell:
...
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.


Calm Emotions is a handy spell for when allies attack the party. There are also some good spells for disabling someone without damaging them, like Telekinetic Sphere.


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Tiny Coffee Golem wrote:

The prevention of mental control has nothing to do with evil creatures.

Relevant excerpt from the spell:
...
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

The entire paragraph you quoted describes the second effect of the spell, protection from mental control. The final sentence of the paragraph makes it clear that the second effect (i.e. every benefit in that paragraph) only works if the source of the control is evil. Mental control by good or neutral sources is not prevented by Protection from Evil.


Kitsune fey sorcerer. Whenever somebody in your party is hit with an enchantment spell, layer another on top. This gets around a lot of the potential nerfs that other tactics face, since the GM (if consistent) would also be nerfing their main tactic.


Emmit Svenson wrote:
Tiny Coffee Golem wrote:

The prevention of mental control has nothing to do with evil creatures.

Relevant excerpt from the spell:
...
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

The entire paragraph you quoted describes the second effect of the spell, protection from mental control. The final sentence of the paragraph makes it clear that the second effect (i.e. every benefit in that paragraph) only works if the source of the control is evil. Mental control by good or neutral sources is not prevented by Protection from Evil.

I totally overlooked that sentence. My bad. Thanks for the clarity.

Liberty's Edge

Bob Bob Bob wrote:
Ah, I edited it to include why. You cannot take immediate actions while flat-footed. So you can't, if you're surprised, use the headband of havoc to rage as an immediate action. Which means you lose the superstition bonus.

You do know that Vanilla barbarians have Uncanny Dodge, which means they can't be caught flat-footed. I'll just pretend that not everyone takes the invulnerable rager archetype.


Tiny Coffee Golem wrote:
Emmit Svenson wrote:
Tiny Coffee Golem wrote:

The prevention of mental control has nothing to do with evil creatures.

Relevant excerpt from the spell:
...
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

The entire paragraph you quoted describes the second effect of the spell, protection from mental control. The final sentence of the paragraph makes it clear that the second effect (i.e. every benefit in that paragraph) only works if the source of the control is evil. Mental control by good or neutral sources is not prevented by Protection from Evil.
I totally overlooked that sentence. My bad. Thanks for the clarity.

I missed this as well. Before PF the text was somthing like this works regardless of alintment.


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LazarX wrote:
RDM42 wrote:
Just a Guess wrote:

In one game the GM loves mind-control. I joined a running game and during 3 sessions we had 3 mayor fights. In each of them at least one PC/NPC got mind controlled and attacked the party.

In addition the GM seems to mainly focus on the tougher PCs. So it seems like a squishier PC with good resists vs mind control who can get party members free from control.

I thought about a caster cleric with the glory/honor domain for a immediate action reroll on failed saves vs mind control. And he can give allies a reroll after one round, too.
For a second domain I could see weather for some blasts or trickery for copycat and some illusion spells. Perhaps an archetype that wears light or no armor.

Another idea was a wild rager who can make a second save a turn after being mind-controlled and become confused instead of controlled if it is successful. But barbarians are too tough and have a weaker will save.

For race dwarf with steel soul seems good.

What ideas/suggestions do you have?
The game is 10th level.

Three mayor fights? They have something against local governments?
It's a campaign where Rudy Gulianai is the end boss.

Rob Ford

SQ-Smoke Crack, standard action
Grants user immunity to Fear, and also gives +4 STR/+4 CON, reduce WIS and INT by 6

Lasts 6 rounds, Rob Ford is Fatigued afterwards for 8 hours

Sovereign Court

Tiny Coffee Golem wrote:
cast communal protection from evil before every fight. every. Fight.

Or just have everyone get clear spindles to carry around in their wayfinders.


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Greylurker wrote:
WagnerSika wrote:
TheTheos wrote:
Has anyone mentioned playing a native outsider as it makes you immune to all spells that affect humanoids? Charm person, dominate person - you wont need to think about those.
That is just.. brilliant. Just have the whole party be aasimars, tieflings and so on. I think this is the best suggestion so far.

as someone who is currently in a mostly Aasimar party

you get unholy blighted a lot

and it really hurts

also it doesn't stop charm monster

Unholy Blight has no extra effect against Aasimar either. They do not have the [Good] subtype, and therefore are not considered "Good Outsiders", regardless of alignment.


One of my biggest annoyances is people who don't understand Dominate. It's nowhere near as powerful as people seem to think it is. Note these two important parts:

Dominate Person wrote:
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out.

I don't see how attacking your friend who is currently working to protect you from an evil villain actively trying to kill you is anything other than "obviously self-destructive".

I don't know what possible creature / monster / character / whatever would have it in its nature to attack a friend who is currently working to protect you from someone actively trying to kill you.


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I would argue that "Obviously Self Destructive" refers to things like stepping into a dragon's mouth and allowing oneself to be eating or using a dagger to Coup oneself. It would not apply to attacking others.

If attacking others is covered than if a caster dominates someone and that person is instructed to leave and return to their safe home 2 days ride away, then obviously they would not comply. If they left their friends would die and it would just make sense for the caster to kill them directly afterwards, correct?

Using that logic any action that was not to completely destroy the caster of the dominate is "Obviously Self Destructive" as any caster able and willing to dominate the person in question is the largest threat to a persons life and could easily be believed to plan to murder the person in question unless killed immediately.

To address the "Against its Nature" caveat, this is very much a fluff thing, and will vary from character to character.

For example I had a LG cleric of a protection god in my games who was extremely attached to the party as close friends. When she was dominated the opposing caster who had been studying them all for months simply told her to leave the room and wait outside, knowing that she would rather die than attack her allies and issuing that order may break the dominate.

Later our rogue was dominated and she gleefully began to stab the heck out of the party. The only reason she was around was money initially, and then as the story progressed mutual survival. She did receive another save to prevent her from attacking her childhood friend who was as close as a sister.


I agree with protection from evil communal. I usually use a scroll(s) for that spell, about 4 scrolls divided out to at least 2 people....

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