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... fill it with boiling sharks? http://adventurers.keenspot.com/d/0037.html


Perhaps the raiders could come make demands, because they've raided before and defeated the town watch easily, so this time the villagers ask the adventurers to be their spokespersons (bluff/diplomacy/intimidate).

If that succeeds, they go back to the bandits' camp where there are stealth and diplomacy checks for them to learn more about the bandits' motives, or maybe to meet with their ringleader, (again, bluff/diplomacy/intimidate). Perhaps the ringleader is an Outsider of some type (knowledge: planes). Maybe sneaking back out of the camp requires swimming a stream (swim checks - sucks to be in heavy armor!), and not leaving a big trail takes survival checks.

If they fail to impress the raiders, perhaps they are given so many hours to meet the demands, at which time they get to rally the townsfolk (with the appropriate checks), fortify the town with rudimentary barricades (engineering), convince a merchant to sell his weapons at a discount (diplomacy/intimidate), and for his mercenary guards to aid in the defense of the town (bluff/diplomacy/intimidate). You could have a retired NPC Preacher archetype Inquisitor (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo-- -inquisitor-archetypes/preacher) who's given up fighting, but retains his abilities to inspire has a chapel nearby or in town, and the cleric can try to convince him to rally the people and use his leadership abilities (diplomacy, knowledge: religion).

Maybe the fighter could compete against a bandit champion in climbing, swimming, tests of strength and endurance, in order to buy the village time while the rogue and cleric prepare the village.


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I'm not sure if you've considered this, but I was recently thinking about a rope user going the whip mastery route as a Hobgoblin Pitboss (for whip proficiency and +1 on trip or disarm with a whip). Not sure if Hobgoblins are legal PCs for Society play, though they are in the Advanced Races (under Featured Races if I recall correctly).

I was kinda leaning toward Inquisitor myself with Domain Artifice, subdomain Construct for Animate Object. I was going to make the argument that with Animate Object being a level 6 and broader form of animation than the level 1 Animate Rope, it should qualify for making Iron Rope (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron -rope).

I also read somewhere about making a Magus who focuses on whips, which could work as well if it's legal (and assuming they have some way to access Animate Rope). Might be more legal.

However, if I'm reading yours right, you could take Craft Wonderous Item with your Major Magic: Animate Rope to be able to make Iron Rope as well.

Pairing that with a Robe of Infinite Twine (https://sites.google.com/site/pathfinderogc/magic-items/wondrous-items/won drous-items/r-z/robe-of-infinite-twine), and you have someone who can sit down and premake lots of iron rope anytime. Of course, that assumes a campaign where that is available.

Why Iron Rope? Imagine grappling an enemy with a length of rope which you then turn into iron by speaking a word of command. I'm not sure how that would work RAW. I would think if you you've been wrapped up in a half-inch rope which is suddenly half-inch iron bar, you are probably not getting free very easily - in the case of hogtying comparable to manacles, perhaps even masterwork manacles. I'm fairly new to GMing, but I'd allow it in my campaigns (and actually have an NPC instructor who may do that if the PCs get too rowdy like they did with a previous GM's instructor).

Other uses include making permanent lashings in camp, making a lantern tripod entirely out of (transformed) rope, sending a snitch to the bottom of the lake without having to wait for his cement slippers to dry, quickly secure doorhandles together, go from rappelling rope to fireman's pole in an instant... the possibilities are nearly endless!