Scro

Ulrich "the Bear" Rodelli's page

308 posts. Organized Play character for Patrick McDade.



Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.

Sczarni

Post here for OOC.


Please post here for OOC.


Please post here for OOC.

Sczarni

Please post here for OOC.


Closed group for TNO Kingmaker Campaign.

Sczarni

"A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target...

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns."

So here is the question. If I spend a full round action can I make the sphere move 60'?


All,

Welcome to the game. As usual, this will be for OOC discussion, conversation, scheduling, etc.

For starters, as discussed in the maps and movement will be played out in at roll20.net, so if you don't have an account please create one.

The game will be played at: https://app.roll20.net/join/533330/jOqw-w

If you recognize the Adventure Path now that you have seen the introduction, please don't comment so that the other players won't know what it is.

If you recognize the Adventure Path now that you have seen the introduction and don't want to play in this adventure path, let me know now and I'll pull in an alternate character.

If you haven't created a full alias for your character, please do so, and I will be using your alias avatar in Roll20 to represent you.

If you want to rollplay a bit in the game thread, flashback-style thoughts are welcome, but the plot won't move forward until everyone has checked in and logged into Roll20.

I generally post more during weekdays and will try to keep things moving, but won't push the plot faster than the slowest poster as long as it is at least once a day on weekdays and once per weekend.

Any questions or suggestions, let me know.

Welcome aboard!


Damn, its cold!

It has been more than a month since you left Magnimar, far to the South. You have been fortunate that Grinim and Leidra have not been trying to hide their path, but you have no idea what has drawn them as far north as the Land of Linnorm Kings. Between the length of the journey and getting outfitted for cold weather gear, the healthy retainer you were paid to bring Leidra home is almost gone. Since the ship dropped you at Iceferry it has been a trek across Ulfen lands , west towards Adeifar, when you arrive at a small town, hoping to find somewhere warm to stay the night. The settlement should be called Rybalka according to the merchant you passed three days ago.
As the cold seeps into your bones and you try to stamp feeling into your feet, you realize that it should start to get warmer soon. This is Minternacht, as the Ulfen call it, the longest and coldest night of the year. Definitely a night to find a warm inn with a roaring fire rather than be out on the range.

As you make your way down the street you realize that the expected murmur of activity is missing and that the settlement of Rybalka seem ominously quiet and cold. Then rounding a building, you spot a group of villagers carrying torches towards the large stone cathedral on the edge of town. Following them, you see they rap on the doors, which are opened for a brief moment, allowing a sound of voices to escape along with some light and heat, causing the air to steam. The interior of the building is bathed in warm, inviting reds and oranges, sharply contrasting the cold whites and blues of the snow and ice surrounding you in the darkness outside.

You suddenly feel quite vulnerable standing out here all alone. The last of the villagers round the bend and pass by you, heading for the cathedral. "You coming!?" one of the women calls, her voice suggesting that any other choice would be madness.


This game operation is for select vetted players by invitation only. If you've been invited, lets start coming up with character ideas!

What adventure path? Well... you don't know!

This game will be based upon a party that comes together for an unrelated purpose and ends up in an adventure path - without knowing what they will be facing ahead of time. The game will be going for an old-school feeling with classic themes.

The party will have been hired to track down an heiress that ran away from her upcoming nuptials, ostensibly to follow her heart. The minor noble sending you on the mission has uncovered some evidence that the suitor she ran away with is a grifter who is hoping for a pay-off... this theme is not central to the adventure path but will be the reason that this band of adventures has assembled to begin their adventuring career. Then the Adventure Path begins...

Core Rules: The game will use the Pathfinder Core Rules, with only parts of the APG, ARG, UC, and UM as detailed in Character Creation.

Roll20: This will be a PbP on this forum, however maps and handouts will be available through www.roll20.net. All players will have to have an active Roll20 account. Dice rolling and interactions will occur within the PbP system here, but maps and handouts will be through Roll20.

Character Creation:

Core Races and Classes only. No eastern weapons/classes (including monk). No guns. No exceptions.
Archtypes, feats, traits (including racial) and spells from the APG, ARG, UC ,and UM are available but additional classes and races are not. Supporting rules for those feats, traits, and spells are also incorporated.

Paizo published rules including cultural and geographically based traits specific to the city of Magnimar and surrounding regions may be allowed if they strongly fit the background/personality of the character.

15 point buy.

Maximum starting gold.

Alignments allowed: LG, LN, NG, N, CG.

Application Process:

Application should include a developed crunch with the above rules and a strong background and personality profile as outlined below:
All characters should be from Magnimar, if not born there then having spent a significant (and recent) portion of their lives there. However, you should not necessarily plan on spending a significant amount of time in the city.

Backgrounds should favor classic RPG archetypes with a gritty, old-school feel. Think Dragonlance/Greyhawk type characters. While the birth circumstances and history of the character adds flavor, a clear picture of the personality of the character and what social dynamic they might fill within a party will be key.

Selection Process:

The party will be comprised of between 5-7 characters. In selecting the party I will be looking strongly at personality and background synchronicity. Essentially I will be asking myself "does it make sense that this party would have come together and continue to wish to spend time together as adventurers?" To this end, I may take one or two of the most impressive character submissions and give them "early entry" and allow them to suggest which companions are most suitable to join them in the adventure path. Final decisions will be mine.

Once we have the characters selected, I will be asking the group to work together to tweak backgrounds to intertwine and establish why you got together and decided to form a party of adventurers.

The successful applicants will likely have a strong theme. By this, I mean that race, class, ability scores, skills, feats, traits, background, and personality make sense together from thematic standpoint rather than an optimization standpoint.


What adventure path? Well... you don't know!

This game will be based upon a party that comes together for an unrelated purpose and ends up in an adventure path - without knowing what they will be facing ahead of time. The game will be going for an old-school feeling with classic themes.

The party will have been hired to track down an heiress that ran away from her upcoming nuptials, ostensibly to follow her heart. The minor noble sending you on the mission has uncovered some evidence that the suitor she ran away with is a grifter who is hoping for a pay-off... this theme is not central to the adventure path but will be the reason that this band of adventures has assembled to begin their adventuring career. Then the Adventure Path begins...

Core Rules: The game will use the Pathfinder Core Rules, with only parts of the APG, ARG, UC, and UM as detailed in Character Creation.

Roll20: This will be a PbP on this forum, however maps and handouts will be available through www.roll20.net. All players will have to have an active Roll20 account. Dice rolling and interactions will occur within the PbP system here, but maps and handouts will be through Roll20.

Character Creation:

Core Races and Classes only. No eastern weapons/classes (including monk). No guns. No exceptions.

Archtypes, feats, traits (including racial) and spells from the APG, ARG, UC ,and UM are available but additional classes and races are not. Supporting rules for those feats, traits, and spells are also incorporated.

Paizo published rules including cultural and geographically based traits specific to the city of Magnimar and surrounding regions may be allowed if they strongly fit the background/personality of the character.

15 point buy.

Maximum starting gold.

Alignments allowed: LG, LN, NG, N, CG.

Application Process:

Application should include a developed crunch with the above rules and a strong background and personality profile as outlined below:

All characters should be from Magnimar, if not born there then having spent a significant (and recent) portion of their lives there. However, you should not necessarily plan on spending a significant amount of time in the city.

Backgrounds should favor classic RPG archetypes with a gritty, old-school feel. Think Dragonlance/Greyhawk type characters. While the birth circumstances and history of the character adds flavor, a clear picture of the personality of the character and what social dynamic they might fill within a party will be key.

Selection Process:

The party will be comprised of between 5-7 characters. In selecting the party I will be looking strongly at personality and background synchronicity. Essentially I will be asking myself "does it make sense that this party would have come together and continue to wish to spend time together as adventurers?" To this end, I may take one or two of the most impressive character submissions and give them "early entry" and allow them to suggest which companions are most suitable to join them in the adventure path. Final decisions will be mine.

Once we have the characters selected, I will be asking the group to work together to tweak backgrounds to intertwine and establish why you got together and decided to form a party of adventurers.

The successful applicants will likely have a strong theme. By this, I mean that race, class, ability scores, skills, feats, traits, background, and personality make sense together from thematic standpoint rather than an optimization standpoint.

Sczarni

Dear Paizo,

In my campaigns, we have been trending towards more virtual campaigns via PbP, Fantasy Grounds, Roll20, etc.

However, even in our in-person game now, we are using Roll20 or Fantasy Grounds to handle our maps and player token locations via a flat screen TV situated near the monitor.

Players are bringing iPads with their electronic character sheets on them.

Downloaded art flashed on the screen adds a great deal to the descriptions of monsters, rooms, items, etc.

This tendency is driving many of us towards products that are very friendly to converting to electronic platforms.

In contrast, with Paizo, I often find myself spending frustrating hours pulling art out of the .pdfs that I paid good money for, then having to erase all the secret doors, traps, etc. painstakingly in PhotoShop and pulling art for tokens in a similar fashion.

In contrast, many publishers are now providing electronic "Player Maps" with no grids, no secret doors, no traps, etc. that save me hours and hours of prep time as graphical files that are ready to load straight into systems.

I'll be honest, I'm not going to be buying Paizo products unless they start providing maps in .png, .gif, .jpg., or similar format for ease of integration with the current trends in gaming.

The cost of automatically making these files available to those of us who purchase .pdf's through paizo.com is negligible when compared to the utility that these Player Map graphical files provide. Likewise, including token-ready images from the art just makes sense.

Sczarni

Wanted to provide feedback:

I have ended up not shopping at Paizo lately because of your credit card service.

I use American Express for almost everything. For those who don't take American Express I use my debit card. However your site appears to only accept credit cards, not debit cards and consistently rejects my cards (two different cards from two different banks). In other circumstances I have encountered this, I have at least been able to use PayPal, but not even that option is available.

Based on all of this, I have been going to third party sites to get my Paizo products and have no subscriptions.

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Mummy's Mask? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Mummy's Mask on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Carrion Crown

Jade Regent

Skull & Shackles

Shattered Star

Reign of Winter

Wrath of the Righteous

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Wrath of the Righteous? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Wrath of the Righteous on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Carrion Crown

Jade Regent

Skull & Shackles

Shattered Star

Reign of Winter

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Reign of Winter? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Reign of Winter on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Carrion Crown

Jade Regent

Skull & Shackles

Shattered Star

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Shattered Star in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Shattered Star on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Carrion Crown

Jade Regent

Skull & Shackles

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Skull & Shackles in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Kingmaker on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Carrion Crown

Jade Regent

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Jade Regent in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Jade Regent on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Carrion Crown

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Carrion Crown in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Carrion Crown on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Council of Thieves

Kingmaker

Serpent's Skull

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Serpent's Skull in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Serpent's Skull on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Links to other rankings:

Kingmaker

Council of Thieves

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Kingmaker in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Kingmaker on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Sczarni

The goal of this thread is to establish a consensus rating of the Paizo PFRPG Adventure Paths that may be ultimately compiled into a chart for reference by GM’s trying to figure out what adventure path to play.

Did you GM or play Council of Thieves in its entirety? If so, please post your ratings here so they may be tallied for in a final posting that will show the results for all the adventure paths.

Please rank Council of Thieves on a scale of 1-10 for each of the following categories (half points allowed):

1) GM Ease of Play: This category relates to how ready to play “out of the box” an adventure path is. Are there enough maps? Are the encounters properly detailed? Is a great deal of work required to play the modules? Readily scale-able? (1-10)

2) Synthesis of the Story: Does the story-line flow through all the modules in a way that leads the players along the path while not being so obvious as to knock them over the head rail-road style? (1-10)

3) Role-play Friendly: Are there enough opportunities for role-players to delve into the soft side of the game? Are there opportunities for well executed role-play to have a positive impact on the story line? (1-10)

4) Combat Design: Is the adventure appropriately powered for four well designed 15 point buy characters? Are there TPK-prone encounters that will probably disrupt the campaign? Will the players cruise through to the point of boredom? (1-10)

5) Fun factor: Did you have fun GMing the campaign? Did your party have fun playing the campaign? (1-10)

Sczarni

I just received this private message:

<< All Inbox Messages

Sent 6 minutes ago
From captain Greg 903 Add to Contacts
To Nemenia Faireyes
Alias of Patrick McDade

Subject Good Day Friend, Reply

Good Day Friend.

I'm Capt. Greg Schneider,in 4th Battalion,64th Armored Regiment unit here that Patrols the helmand province, Afghanistan. I need you to contact me through this my Private email: captgreg@live.com For security reason, Reply asap once you read this for more info.

Please do not reply through Paizo for security purpose.

Kind regards
Capt Greg Schneider.
United States Soldier:Afghanistan
Email:captgreg@live.com

Sczarni

Are there other places to find Pathfinder Society Play by Post games? I've got a few characters generated and was hopiing that play-by-post would be a viable option to try out the scenarios but am having trouble finding games.

Would appreciate advice!

Sczarni

I have done a full rebuild of this character, including a new name. However, I played a PbP with him and so he is over the avatar renaming limit of posts.

Can you please reset his name to Redwynna Rodelli?

Thanks!

Sczarni

I won't be purchasing any mythic material.

Sczarni

Scanning the forums I see many different interpretations as to what can be done when someone is swallowed whole. It should clearly be significantly more than a pin, which is a fairly extreme condition:

Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

The key sentence to swallowed whole is this: "A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple."

I interpret this as exclusive - especially with the phrase "it can just try to escape" meaning that these are the only two options available in a gullet.

From a realism standpoint, the idea of people going into backpacks, drawing weapons, casting spells, using wands, drinking potions while being balled up and constricted in the stomach of a creature - possibly only one size category larger - seems ludicrous to me.

I see a lot on the forums including very liberal rulings and hope that a dev can make the call on this. I figure either I am right or it is up to very, very broad discretion - and my players don't seem to agree with me.

Thanks,

Crellan


If a person uses Backswing and creates an Attack of Opportunity with his first attack (say due to Greater Trip) would the Backswing bonus apply to the AoO or just to his iterative attacks after the first?