Tollak Vargsson's page

18 posts. Alias of Justyn Curtis.


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I was just looking for general ways. I just made an Alchemist and I was hoping there was some ways I could use alchemical items to do little tricks like that. Mostly just to attempt to be useful if I’m not throwing a bomb or a splash weapon.

I had remembered the Total Concealment and cover thing but I wasn’t sure if it was just some old bygone 3.5 rule bouncing around in my head.


I’m just curious if there’s anything that prevents an Attack of Opportunity from triggering, like cover or concealment.

For example, throwing a smoke pellet at an enemy standing next to the Wizard. That would give the Wizard concealment. Would that prevent AoO?


I agreed to run a game tonight with no notice beyond about 6 hours and I let the players decide where they want the game set.

They picked Brevoy based entirely on the artwork in the Inner Sea World Guide.

Beyond a (failed) Kingmaker campaign, I’ve never done anything with Brevoy. Is there a book for Brevoy?

Based on the 4 pages in the ISWG, it seems to have a very Game if Thrones feel. Is this accurate?


I appreciate all the answers. I’ve definitely got some stuff to think about.


I’m running a homebrew game and I need stats to match a rather suboptimal concept for a group of NPCs.

The concept is a guild of halfling assassins trained with katars.

Optimally they’re all 1 class just to make running the combat a little easier but they work well together.

I know katars are a terrible choice for a weapon and a halfling makes it worse but I’m trying to come up with something halfway decent to challenge a 4th level party in even numbers.

Do I go fighters and just use feats to make katars suck less? Rogue to get sneak attack damage?

Ideally the guild ends up a recurring antagonist and I can continue to add levels to make deadlier and deadlier assassins.


That is a huge help. I haven’t ran a serious game in almost 5 years.


I’ve got a new problem I’ve never had. I have a large group. Instead of scraping for players, I have almost enough for 2 games. Unfortunately, I have no idea how to build an appropriate encounter for a party that big. I have a mixture of players who range from completely optimized to try to optimize but lack system mastery to RP is more important than optimization.

The party is a summoner, a halfling life oracle, vanara investigator, a dwarf gunsmith, a human barbarian and an aasimar hunter.

6 players, 2 pet classes.

Obviously I want lots of weaker creatures so they don’t annhilate things based on action economy but I find calculating encounter size by number from the book really confusing.

For an average encounter, as a rough estimate how many basic goblins would an average encounter be?

What would a hard encounter look like, with a big foe and minions?


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Loren Pechtel wrote:
Tollak Vargsson wrote:

I was running a 3.5 homebrew game. Very first game I send the party into a swamp and the first "encounter" was the party finding an abandoned boat in a large pond. I just put it there for flavor, and expected nothing to come of it.

One of the players decided to swim out and investigate the boat. Fails his Swim check, and begins drowning. Another player tried to save him. They failed their Swim check and began drowning. The party ended up drowning as every rescuer failed their Swim checks and drowned.

A TPK from a CR 0 encounter. You ought to win something for that!

It's up there with my favorite/most accomplished encounters and games. It was just so ridiculous. One of my players still says "Don't wipe the party" if someone needs to make a Swim check.


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I was running a 3.5 homebrew game. Very first game I send the party into a swamp and the first "encounter" was the party finding an abandoned boat in a large pond. I just put it there for flavor, and expected nothing to come of it.

One of the players decided to swim out and investigate the boat. Fails his Swim check, and begins drowning. Another player tried to save him. They failed their Swim check and began drowning. The party ended up drowning as every rescuer failed their Swim checks and drowned.


Thanks for the help.

We ended up agreeing that the Treant Sapling wasn't worth giving up the majority of his Wild Shape options so I agreed to let him take the Sapling as a regular Druid.


We're starting a new game and one of my players is interested in a Druid but wants to know if there's an archetype or feat that would allow him to have a Treant as his animal companion.

It's not make or break for him but I also like to run a game where players can try different things as long as they're not ridiculous.

I'm not opposed either to just subbing in a Treant as his companion at a higher level but I'm really not sure what level that would be.


I'm playing in a 2 year long home brew campaign that's lasted a few levels longer than originally intended.

One player took a Slayer dip so they haven't reached 20th level which is why I think we're still advancing.

We leveled recently to 21. I HATE the rules for advancing past level 20 but I can't really think of what to take instead of another level of Cleric.

The character is a NG Cleric of Tamara (D&D dragon God of healing and mercy) who is a complete healing/Perception build. Good/Sun/Healing domains (DM let me take a domain as a feat), 32 Wiscom. 18 Cha. Only weapons are a scimitar (has never been unsheathed since 1st level) and a +1 Light Crossbow that's been fired less than a dozen times.

If I'm not tossing out buffs, I'm channelling or healing. The last few levels I've finally started taking damaging spells but I'm not overly optimized for it, nor is it really something I'm too interested in with this character.

I'm looking for something that would provide the most benefit with very few levels as I don't think we'll get more than a couple more.

Rest of the party is a Witch, Inquisitor, Magus, a Paladin/Slayer and a Bard who's there about half the time.


The whole CN characters are insane ties back to the 2E AD&D Player's Handbook and their example of all 9 alignments in 1 party.

The CN character charged a gorgon for fun and was petrified and died.


Thanks for the advice. I've decided on Varisia.


I'm thinking just classic "D&D".

I was thinking Varisia or River Kingdoms but I wasn't sure if there was a better option that I had overlooked.


I've been playing Pathfinder for years but aside from a couple short lived games using AP's, I've never played in Golarion.

I've been asked to run a game for beginners. Never ever played a RPG before beginners and I want to give them the classic "D&D experience". I'm just not sure which part of Golarion is the most appropriate.


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I sometimes feel sad about the state of the game. God forbid someone play what they want and not be an aggressively optimized sheet of numbers.

If you want to play a blaster play a blaster. If you want to play a controller, play a controller. If you want to dabble in both, dabble in both.


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It sounds like you play with a group of table sociopaths. I'd just kill the game. It's not worth playing if you're not having fun.