joefro's page

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Just started a new campaign with my core group of friends and decided to mix it up for once. We put the power gaming aside and decided as players to take our stats 3d6 straight down, no rerolls but min stat of 6. No fudging, no rerolls, no feeling bad for any player who happened to get pooped on during the dice rolls.

Gotta say it's been fun this far for both the players and DM. For once it adds a real sense of danger that your character sometimes misses in the world of power gaming. Also gives our DM a ton of flexibility with drops and character wealth due to weaknesses. Especially since out of 6 players we had only 1 person roll a 10 con. Most of the party was con 6-8.

It really seemed to get everyone really geared up to play each week and I'd definitely recommend giving it a shot sometime.

Or maybe I'm only saying that cause I go lucky.

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Wanted to play a paladin going in and can't believe the dice rolled so well in favor.


I have tried doing some searching for a clear answer to a problem plagueing our group but I can't seem to find an answer.

Here's the scenario... so bad guy has a couple undead under his control guarding the entrance to his cave. The bad guy is not exercising a telepathic link to the undead, nor is he present at the entrance to the cave to give the undead verbal commands.

PC uses control undead feat and undead fails it's will save and falls under the control of said PC. We know to refer to the rules for multiple people establishing mental control and charisma checks are forced when orders conflict. Easy, no problem.

So PC beats the bad guys opposed charisma check and has the undead attack the other undead guarding the entrance, again easy, no problem.

The issue at hand is how do future checks play out in following rounds? Undead control rules state that orders must be given verbally (or telepathically I would assume if the control possesses that ability). So if the bad guy is not there to give another order, does the undead follow every order the PC gives until the bad guy shows up to give it another command?

If this is not the case, is there an opposed charisma check every round to control even if the original master is not present? When does this roll take place? Giving an undead an order is a move action on your turn if I've read correctly, but one would assume both the PC and the bad guy can't each give an order on their turn or else the undead would get 2 turns in a round.

I'm sure this has had to come up for other people and I'm looking for clarity. DM is starting to get butt hurt because he thinks control undead is wrecking an encounter but there's a milion other save or lose effects so I don't see a huge issue. I'm not the necromancer in the group so I don't care either way, but I'm tired of rules discussions slowing our game.

Thanks.


I have a druid I have been playing since level 1 and our group hit level 6 this session. Been drooling over level 6 ever since we started cause I'm playing a melee focus druid. I realized level 6 would be beastly since the get go, but after our first combat I think my GM already wants to kill my PC.

Just the power at these levels is silly, I found myself pouncing at +19 on 3 attacks as dire tiger. +4 BAB, +6 for STR, +2 charge, +2 flanking, +2 for our bard buff, and just 1 round of buffs. I cast GMF for +2 and the pally cast bless for a final +1.

Of course +19 at level 6 leaves me hitting just about everything. I just give my companion and pally a round to get dirty then I hop in and mop up everything. It's just gross. Next level I'll pick up heavy armor prof so I'll also have the best AC in group. Been pinching pennies and saving everything for wild armor. Before rolling 4d4 and 4d6 for all hits plus rhino hide I had an auto 33 damage. And grab attacks...

Makes me wish I wasn't a fool and took the Aug. Summoning chain and had power attack instead...


I have a druid I have been playing since level 1 and our group hit level 6 this session. Been drooling over level 6 ever since we started cause I'm playing a melee focus druid. I realized level 6 would be beastly since the get go, but after our first combat I think my GM already wants to kill my PC.

Just the power at these levels is silly, I found myself pouncing at +19 on 3 attacks as dire tiger. +4 BAB, +6 for STR, +2 charge, +2 flanking, +2 for our bard buff, and just 1 round of buffs. I cast GMF for +2 and the pally cast bless for a final +1.

Of course +19 at level 6 leaves me hitting just about everything. I just give my companion and pally a round to get dirty then I hop in and mop up everything. It's just gross. Next level I'll pick up heavy armor prof so I'll also have the best AC in group. Been pinching pennies and saving everything for wild armor. Before rolling 4d4 and 4d6 for all hits plus rhino hide I had an auto 33 damage. And grab attacks...

Makes me wish I wasn't a fool and took the Aug. Summoning chain and had power attack instead...


Is the blindness spell dispellable? If so, why is there a remove blindness spell at the same spell level as dispell?

We have always ruled it is not dispellable, but I blinded a PC so he is all butt hurt and petitioning the GM... Just want to know where to find the ruling on this please. Thanks.


Sitting at a +8 dex and soon to be at least +9 or +10, other then bracers are there any other options for armor?


I'm wondering if anywhere in the rule book it specifies whether or not people know they are charmed or suggested after the spell wares off. I play a bard who throws suggestions like its nobodys business and my gm wanted people to know I was manipulating them once the spell ended. What is the correct ruling on this. Were looking for rules as written. Thanks.


So here's the deal. I'm a 7th level bard with limited funds, only a few thousand cash to spend. My party got taken to the thieves den's base/hideout on the rock of bral. They are due for execution soon. I need good ideas on how to get my friends out alive. Also the cells they are in are anti-magic so teleporting in and out is not an option. Plz help.