Advice to keep my Tank from killing my party


Advice


it's been a long time since I played a melee class in any roleplaying game. I went with a barbarian with a greataxe too bring the pain. My group is all in 6th level and close to 7th. I concentrated on strength and con at the expense of all the other stats(negative bonuses in each).

we are starting to go against more powerful enemies and I'm really worried about getting charmed and killing my whole group.

what should I do to help stop this... Any good items or feats that fit the bill?

thanks in advance


Iron Will
Cloak of Resistance
Protection from Evil
some rage powers

are all decent ways of boosting your saves (especially your will save). If you fail a reflex save you are generally okay but a failed will save means a greataxe in a friends head :|

Grand Lodge

Improved Iron Will and anything that allows you to reroll a saving throw or other roll. With your penalties, use the rerolls any time you roll less than a 12 or so.


Keep in mind that charm person won't make you attack your party. It makes the caster your friend, but it doesn't make your other friends into enemies. It needs to be an actual dominate person effect to let the caster force you to attack your allies.


I sure do want to see that -2 charisma, -2 intellect modifier Barbarian try to play peace-maker between his old friends and his new caster friend, though. :)

Sovereign Court

Stoopid friends not being friendly!


Superstitious works pretty well too. That with Iron will and a cloak of resistance with the bonus you get while raging should put you in fairly safe ground.

If you are still nervous and have a party member that can do so before hand, have them charm person/monster on you. That way if an enemy caster tries to do the same thing at least you'll get an opposed cha roll from your caster to help the situation.

Sovereign Court

Remember your natural +2 bonus on will saves when raging anyway :), this gets higher as you level in Barbarian.


Let the casters keep some dispels and magic protection from evil/magic circle prepared (or scrolls/wands of those) for such instances.


Eben TheQuiet wrote:
I sure do want to see that -2 charisma, -2 intellect modifier Barbarian try to play peace-maker between his old friends and his new caster friend, though. :)

I believe its under the grapple rules :)


thanks for the advice everyone this should be a good start


Two words...Hideous Laughter...get a wand.

That way if you are dominated you can be stopped, without killing you or allowing a coup de grace. It's not a perfect plan but it may prevent a PK. If you can't resist, diverted. .

Shadow Lodge

Drejk wrote:
Let the casters keep some dispels and magic protection from evil/magic circle prepared (or scrolls/wands of those) for such instances.

Make the casters cover for his poorly build characters? Hmm.


You could always have him keep a cyanide pill on hand :P

Sovereign Court

This post reminds me of my charmed Eidolon owning a nearby ranger lol


Not sure what your group makeup is, but I would ask the spellcasters in the group to have previously prepared spells to assist, make sure to grab a few abilities to improve Will (also previously stated) and finally which I think alot of people miss is using tactics in the group. Having someone interrupting the caster to prevent spells getting off would be #1, understanding that casters should be the first thing that gets taking out #2, how about casters popping a few AOEs that obscure LOS on the board to prevent the caster from long range screwing the tanks/melee classes up #3, and lastly having a few back-up plans for when you do get dominated ie hideous laughter, etc.. #4. That should cover you pretty well atleast in my book. Now if the GM uses Dominate constantly, then you have another matter.


The key is Protection from Evil (or any alignment really).

Giving the casters a wand is a good start, but with 1 minute duration, you will be burning through a lot of wands. A pearl of power is also good, but you are still operating with a 6-7 minute duration at this point.

What you need is a Horn of Goodness (or Evil, if you blow it like that).
The horn creates a Circle of Protection from Evil effect that lasts 10min/level, so you should get something like an hour out of the item.

But really dumping all of your mental stats makes your guy ummmm....

You might want to see if you can do a little character rebuild and get your wisdom and maybe intelligence up to at least 10. (Really a 12 or even 14 Wis benefits a barbarian quite nicely!)

Shadow Lodge

I always preferred to confuse my groups' fighters and barbarians... especially since a confused char auto attacks anything that attacks them, so two players can just go at it back and forth until the effect is broken. :)


Drejk wrote:
Let the casters keep some dispels and magic protection from evil/magic circle prepared (or scrolls/wands of those) for such instances.

+1

Liberty's Edge

Ya I was domanated coupel games back and almost killed an allie. I had a realy low will save. I ve sence crossed classed to get a better save and abilities to help prevent something like this from happening again.
All the suggestions above are sound ways to go. Ganna look into those my own self.


Encourage thecasters to all start putting ranks in "Run" =)


Or at least to start wearing diapers.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Eben TheQuiet wrote:
I sure do want to see that -2 charisma, -2 intellect modifier Barbarian try to play peace-maker between his old friends and his new caster friend, though. :)

I'll second this. Charm makes you the caster's friend, but it doesn't remove your old friendships with the PCs. Most charmed characters would use non-lethal methods to stop the other PCs from trying to kill or hurt the caster, so grappling, non-lethal damage, etc. would be what your barbarian would do when charmed (though he could go lethal versus summoned creatures). Also, if the caster is in serious danger from the rest of your party, you can subdue them, to save their life, and try to convince the rest of the party to keep them alive. Of course, if your character hates the rest of the party, then they should watch out!

Still vulnerable to domination and confusion, etc., but charm is more of a limited threat (though certainly takes your character out of the fight).


Also remember:

calm emotions in the middle of your rage (if your will is low enough to worry about charms this is also a concern) will take you from walking murder machine to fatigued instantly.

Any low-level charm can't make you attack friends. Immediately ends the spell. Even dominate person allows a second save at +2 when you're doing something against your nature (murdering your friends).

I think this statement from the RAW leaves a lot to interpretation, too:

"Obviously self-destructive orders are not carried out."

If you flat out know your friends and that the four of them are more than capable of turning you to a charred cinder when working together, that direct assault would prove obviously self-destructive, no?


Fergie wrote:

But really dumping all of your mental stats makes your guy ummmm....

I dumped the stats because I normally play the sorcerer paladin or rouge type that is the spokesman of the party. Me and the DM are trying to get some of the newbies more involved with roleplaying, so I agreed to take a backseat.


If the goal is to get the new players RPing, you could always take a page from Inuyasha... A cursed item that crushes you to the ground on command (Perhaps it stuns you for one round as an immediate action), with a control item that's given to another PC would be interesting. You can't give it to the party sadist, but it makes an interesting story.


I'm just impressed you gave this matter thought beforehand. Too many players I've known just gleefully dumped without ever giving thought to anything as profound as the possibility they might hurt their fellows.

Good for you!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

There is also a rage power called superstitious that gives a bonus to your will save vs spells, etc.

Granted you also need to save against your friends spells, but why should you really every trust those that muck with magic.


Eben TheQuiet wrote:
Or at least to start wearing diapers.

Kilts.


vinnymac84 wrote:
Fergie wrote:

But really dumping all of your mental stats makes your guy ummmm....

I dumped the stats because I normally play the sorcerer paladin or rouge type that is the spokesman of the party. Me and the DM are trying to get some of the newbies more involved with roleplaying, so I agreed to take a backseat.

That's the best reason for dumping stats I have ever heard.

Cheers!


vinnymac84 wrote:


we are starting to go against more powerful enemies and I'm really worried about getting charmed and killing my whole group.

what should I do to help stop this... Any good items or feats that fit the bill?

thanks in advance

Have the party sorcerer/bard charm/dominate you before the bad guys get a chance?

Also misdirect the bad guys a bit. If your party has illusions then appear as something with a good will save. Failing that try to look like a Paladin (holy symbol, etc).

-James

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