Boggard Swampseer

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We're starting a campaign soon at Level 3, and while it's technically unbounded as far as how long it will last, I don't expect we'll get much past 5th or 6th level.

So what has been your favorite class to play at that level? Or alternatively, what have you found to be the most effective? I know those often go hand-in-hand.

I'm not interested in dipping or multiclassing or prestige classing. Just picking one and sticking with it. I'm open to any kind of builds, archetypes, etc. Mostly wanting to know what people have had fun with in the past at those levels.


My PCs are currently level 13 and playing through "Age of Worms", which, for those unfamiliar with it, is a fine adventure path. The PCs have decided to search for another piece of the Rod of Seven Parts.

One of the PCs hails from a family that used to be nobles in a coastal city until they got to big for their britches, got on the wrong side of a god, and the city sunk into the ocean. A fragment of the rod was in their treasury.

I have my hands full with running AoW in our custom setting so I'm looking for a good mid-high level aquatic adventure to adapt. Characters are currently level 13. Preferably something with a sunken ruins type of setting but not necessarily. I can adapt.

Any suggestions?


So in my latest campaign (Age of Worms, in a homemade setting) there is a mayoral election. Most the political folks were killed in the last dragon attack. I expected the election to be a minor diversion where the PCs support the candidate they obviously know and love against the morally-ambiguous rich mine owner.

However, our fighter has decided he wants to run for mayor. I'm inclined to discourage it since it would be hard to be mayor and a globetrotting adventurer. It's unlikely the PC would win anyway though. He's the least-known of his group and has a shady past. He'd probably most likely just act as a 3rd party candidate and siphon off just enough from the "good guy" that the "bad guy" wins.

Has anyone had this come up in a campaign? I'm curious how you handled it. Could be fun but I think I'd need to find ways to throw in something to keep the other players interested.

Thanks!


My group was running "Age of Worms" set in our own campaign setting. I needed a break from GMing so we switched to another campaign (Rise of the Runelords . . . great campaign so far, by the way) and then life happened and it's been about a year since we left off Age of Worms.

We were halfway through the campaign (just finished "Gathering of Winds" for those familiar) and of course there are SO many details, characters, plot points, backstory, world history that all play into this campaign. Things that I'm sure the players have forgotten that are important. There are so many things coming that will be so much better if they are understood in the context of the setting and campaign.

Any advice on how to give a "recap" of what's happened so far that isn't just a boring slog through everything that has happened so far? I don't want the important, exciting details to get lost in the minutia. We play online so it's really easy for the players to get distracted if I'm just talking for 10 minutes about things they did 3 years ago.'

I thought about trying to make a video with music and images from the adventures . . . or maybe writing a scene where they are talking to a friendly old wizard about everything that happened. Anyway, thanks for the help as always!


Simple one - when using spell combat and casting say, a lightning bolt, can a magus use his attacks against one target then turn around and use the spell against a different target?


My PCs are firmly into Champion's Belt. They've entered the games and won the first 2 battles (I added an extra one). The problem I'm having is that they only seem interested in exploring Raknian's palace. I've tried to subtly discourage that by:

-Eligos tells them to focus on the arena while he tries to gain access to the palace via political means (i.e. he wants to donate to the games)
-Ekaym asks them to search through the under-structure for Lahaka, never mentions the palace.
-Guards around the outside of the palace, basically described it as impenetrable
-Deleted the entrance to Raknian's palace from the service level. Only ways in are a) through the shrine or c) the front door or b) through a "skywalk" that leads directly to Loris' special reserved seats in the arena.
-Eligos DID secure a dinner meeting with Raknian and specifically asked them not to mess around with the palace and blow his opportunity.

They aren't very creative PCs. Their only idea so far is to cast invisibility and explore. Once they went upstairs pretending to just be innocent, naive gladiators and explore the service level but when the guards saw them they turned, ran and tried to release the lions (not sure why they did that). They aren't the type to think of divination spells, reading the prisoner's mind or trying to talk to him, or bribing guards or polymorphing or anything like that. Also as many times as I bring up worms, apostles, mystery . . . I think all they really remember/care about is that raknian tried to have them killed and they want to kill him back. And Raknian is in the palace.

I guess I'm at a loss. If they go to the palace they will almost surely be caught, kicked out of the games, thrown back in jail (they've already been there once as a result of HoHR) or killed by loris and his many guards. I think they'd love the final gladiator battles and finding bozal and the apostle but I'm afraid they'll blow it by getting caught doing something incredibly stupid (like going into raknian's palace, with only 9 minutes of invisibility) and miss one of the finest moments of the campaign.

Anyone else deal with this? I have some ideas but so far they've all fallen flat. (Also, did anyone have to make a "Raknian's palace" and if so any suggestions on a map to use?


I started a Ranger/Druid recently that I planned to build a martial wildshaper. Now that "Hunter" exists, I'm trying to decide which is better. The Hunter would of course use the "Feral Hunter" archetype. The R/D was going to be lvl4 druid, the rest ranger with feats to bump up wild shape. I hadn't decided if I would go the vital strike/uber-gore route or the dire tiger/mega-pounce route.

It seem, on first examination, that the I'd be giving up a better BAB, better saves, favored enemies, favored terrain, my animal companion, and combat style feats.

In return I would get bonus teamwork feats, a couple extra feat slots (on account of not needing Shaping Focus or Shapeshifting Hunter), better spells and spontaneous casting, feral focus and summon pack.

I think they both could be fun. The R/D is more solitary but probably better at combat. The Hunter can shift more often and has the benefit of Feral Focus (wildshape light) for when he's run out of shifts. However, my R/D would still be pretty handy with an earthbreaker after he uses all his shifts.

Thoughts?


So it sounds like my PCs are giving up on the age of worms, turning tail and running back to Diamond Lake after getting licked (2 deaths) by Zyrxog in HOHR.

Any ideas on getting them back on track? I thought I could replace "Champion's Belt" with a new adventure at Diamond Lake but I REALLY think they'll like Champion's Belt.

Anyway, more just venting about my wimpy PCs.


I'm GMing "Hall of Harsh Reflections" right now and my players are dead set on finding the and ebon triad sect in the city and taking them down like they did Faceless one and the gang.

Any suggestions on where to find a good adventure that would have something that might work for an ebon triad temple? It could even be just one of the gods; I'm looking for something short and sweet to satiate their bloodlust.

Thanks.

PS Ixiaxian replaced the fighter in our group. He played him much more violently than I think the AP calls for. At this point the party is on the hook for 2 separate murders and 1 attempted murder; only 3 days into their stay at the Free City. Does that make them serial killers?

Very fun adventure. Definitely a departure from our usual fare.


I had been looking for a way to make Diamond Lake more "real" for my players. They know all the different NPCs from the backdrop . . . well, let me rephrase that. They know those NPCs exist but largely don't bother with them. I wanted to make it more personal for them.

The idea I had (or got from these boards, rather) was an annual dragonchess tournament. The PCs were invited this year since they have become local celebrities after clearing out the Dourstone Mine -- and, of course, because Chuam Gainsworth and Lazare wanted to "buy" them from smenk. The game included Diamond Lake's "elite", including Zalamandra, Lazare, the mine managers (except smenk, plus Tilgast didn't attend), Allustan, the mayor, etc.

I used the rules I found here. It was a double elmination tournament with the players seeded according to how good their bonus was, with an added bonus if they played last year or if Lazare liked them (he ran the games and did not participate).

It was great because we had a little smidge of roleplaying during each game. They made some new allies as well as some new enemies, and got a good cross section of the big players in Diamond Lake. The fighter went out right away (not to social, that one) but the other 3 made it pretty far and the sorcerer had a great come-from-behind victory against Allustan for the win!


We're getting ready to start Encounter at Blackwall Keep. It seems like this adventure really starts the PCs on their path to destiny with Kyuss that they will follow the remainder of the path.

So far my characters know about "strange green worms and unkillable zombies". They also know the Ebon Triad has interest in these worms. Otherwise they don't know much - They have no idea who Kyuss is.

But soon they will be encountering a creature called a "Spawn of Kyuss". Certainly one of them will have a high enough knowledge to identify it. But if you know a monster is called a "Spawn of Kyuss", I would think that implies you can easily find out about Kyuss.

I'm wondering how/when you introduced Kyuss as the BBEG of the campaign. How in the dark did you keep them? Did you have the "Spawn of Kyuss" be something nobody has ever heard of, or are they pretty common?


A cleric creates a "Wand of Enlarge Person" using her spell from her Strength Domain.

My party picks it up. Can anyone use it without UMD? The party is:

Cleric - Doesn't have that spell because he doesn't have that domain
Sorcerer - It's a divine spell, not arcane
Fighter - Nope
Ranger - Nope


I'm making a new character for a RotR campaign. We made it about 1/3 through the first adventure with old characters then had a big group change up so we're starting fresh at lvl 3 (where we left off). I like the image of a barbarian/druid who wildshapes into some beast and then goes nuts with rage. Here's what I have so far:

Human (Shoanti) Druid (World Walker) 2/Barbarian 1

Str: 17
Dex: 14
Con: 15
Int: 9
Wis: 14
Cha: 12
Animal Companion: Big Cat (Firepelt)
Feats: Power Attack, ??, ??

Future:
Feats; Natural Spell, Wild Speech, Quick Wildshape, possibly Planar Wild Shape. Maybe Vital Strike?
Animal Companion: Might switch to Roc at some point. Flying is always fun and the character is a Shoanti from the Hawk clan, so that fits well.

I will start with mixing spellcasting and melee with an Earthbreaker. My plan is to mostly go druid until I have 6 or 8 levels and get pretty much everything wildshapey, then do future levels in Barbarian similar to this build. Any suggestions on feats to start with? Or what magic item to purchase with my 3000gp starting gold (minus mundane eqpt)? I'll have plenty of time to work future levels out later but I want to get a good solid start.

The backstory is that he was born of Shoanti Parents in Sandpoint but at a very young age he was called by tribal elders to be trained as a druid. Now,due to his background with more civilized areas (which also accounts for his world-walker status as he moves around a lot), he is a bit of a go-between for the tribe. He came to the festival for some reason or another relating to that. That's the start anyway. I might give him some reason to not like giants, as the ROTR player's guide says that would work well.

I've read Treantmonk's wonderful guide, I've looked at some of Raving Dork's druids, and I've also scoured the boards quite a bit. I think I have enough info to make an effective character. And a fun one, too. Any other suggestions?


In the "Diamond Lake" supplement from Dungeon, under the Rusty Bucket entry, it says that Chaum Gainsworth approaches the PCs and tries to form an alliance. He then asks them to complete tasks for him, mostly sabotaging the other mine managers.

Has anyone actually pursued this route? I'm curious how it went for you, and what types of jobs you came up with.


We just completed 'the whispering cairn' tonight. Great adventure - we had a lot of fun.

Some favorite moments include:

spoiler:
-The entire party getting blown off the ledge by the face trap except the cleric, who passed like 5 saves in a row THEN rolled a 20 on an escape artist check to climb through the hole in the mouth blowing wind. Got an early glimpse at Alistor's room.
-The battle with filge. Our BSF was knocked out by the bugbear, and the sorceress scared away, and the cleric was without his holy symbol. They barely survived and captured Filge. During questioning, the LG cleric decided that evil is evil and attempted to behead him. I say "attempted' because it took him three swings, chasing the necromancer around the room. Very gruesome scene.
-The ranger deciding, though she only had about a minute of breath left, to explore the locker room where Ulavant was hidden while everyone else went up for a breath. Another near death when she got paralyzed. Luckily the fighter passed a difficult perception to notice the ghoul gnawing on her.
-Filge was a great bad guy. I had fun playing him in battle and RPing him afterward. The syringes in place of normal potions was a cool touch.
-One of my players got really into helping me develop our version of Diamond Lake, a high-desert town called Koshepa. He even made some art to go with it, which i'd be happy to showcase on his behalf here (the town map, with a picture) and Here (the Desert Wind Brewery, the PC's defacto base of operations).

Least Favorite Moments:

Mspoiler:
-They were convinced that the water elemental was a huge threat. So they marched all the way back to town, took a night off, bought some scrolls to help, then came all the way back just to kill it in 2 rounds.
-The fiasco with Alastor. See my last post. though really in the end it worked out alright.
-The ghastly dinner scene at the observatory. Once he learned they were zombies, the cleric beheaded them one by one. Never got a chance to act out the scene, which I was looking forward to.
-Anticlimactic end. They had already fought the wind warriors once and got their rears sorely kicked, so they went in very buffed up and cleaned up in about 4 rounds. Then there was audible (we play over the internet) disappointment that the only thing in the sarcophagus they could use was the diadem of wisdom +2.

We're looking forward to the next one. We started at level 3 and advanced to level 4 in TWC, so we'll be a little more on track for the second adventure.


I'm making a dragon themed character. The story is he is the offspring of a great hero paladin and a good dragon. Whether that is the character's mother and father or if it's generations ago is not decided.

Any suggestions for making a dragon themed character? Dragon Disciple is the obvious choice and I've read lots of threads that cover the myriad options for that. Has anyone done something different and enjoyed playing it?

I'm looking for style more that straight-optimization but at the same time I don't want the character to suck.

I also want him to be chaotic leaning, so classes like Paladin and Monk are out.


We just got through the encounter with Alastor Land and it didn't really go too well. In general, but specifically with our cleric. Here's a little synopsis. Sorry for the length but it was quite disastrous:

The entered Alastor's haunt and proceeded to get knocked around a bit by the iron spheres and then fought the grick. THey're a level 3 party so it really wasn't much of an issue for them. Alastor was taunting and exclaiming the whole time (especially impressed when our cleric dove off the bridge and landed a flying blow to the grick's head) and then when the battle was over he spooked our fighter and malevolenced him.

Things got weird right here. First, everyone was just like "oh, ho hum" and treated it like maybe the fighter had spilled his coffee. They weren't impressed at atll. I played Alastor as much like a 13 year old as I could as he made the plea to break the curse and he would open the door. The PCs were really annoyed by him and tried about everything to not have to go back to town. None had any sympathy for him or cared about his plight. It was like a chore and an annoyance . . . which i guess may be reasonable. The cleric (he's lawful good to a lawful good god called "The Defender") decided he didn't want to be the ghost-child's errand boy and stayed at the cairn and the sorcerer went along.

The other 2 (fighter and ranger) went to the homestead, found the bones dug up, fought the owlbear, then got a lead on who took the bones with the tattooed arm (although i think there is a plothole there . . . if all of the miners from Vesst's mine had that tattoo how do they know it's kullen?) then decided it was best to go back and discuss at the cairn.

They got back and explained and I had alastor get very upset, like he was really sure he'd be reunited with his family and then had his heart broken. Out Cleric got really mad and basically told the ghost off. This scared the boy. Then there was a big silence at the table (we play online) as nobody knew what to do. The fighter and sorcerer then started to talk to Alastor more like one would talk to a 13 year old. He perked up a bit. They told him they tried and if he opened the door they promised to solve his problem.

Now as a DM, sensing I was about to have the whole adventure turn on my head and have the PCs walk out on me, I relinquished a bit. They said they would leave something important behind as a token of their good faith. The cleric said "i'll leave my holy symbol with you if you open this door i promise to bury your bones". Which of course isn't what Alastor wants. another player said something like "man that's bold giving him your holy symbol". The player playing the cleric said something like "i'll tell you about it later"

After the game I said that if he was planning to cheat the ghost-child by only doing what he "*literally* said he would do (nevermind already breaking the bargain in the first place when they failed to find the Land family) that there would be consequences because that isn't lawful good. I also told him I didn't like them planning something "behind my back", and that it was better to count the DM in so I can prepare for it. It seemed to become very PC-vs.-DM. Which i don't like.

Where did I go wrong here? Did anyone else have issues with the Alastor Land encounter? How do you feel about conesquences for a lawful good cleric breaking 1 promise he made to a child (he said he made a good faith effort, but really he sat in the tomb while his friends did the work), then making a second promise that is clearly taking advantage of the kid's lack of understanding? i don't know what kind of consequences there are for a cleric, it's not as cut-and-dry as a paladin. Am I being too harsh? Any suggested solutions? How to handle a situation like this with dm-vs.-player?> Thanks. Again, sorry for the book of a post.


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I'm GMing a campaign with some friends who have, over the years, end up spread over 3 timezones. We use maptools and ventrilo for our interface and we've been using Obsidian portal (thanks to the suggestion of some board users) for all campaign related stuff.

One problem we haven't yet overcome is treasure. How do people keep track of treasure? I want the players to do it (I have enough to do) but it's a struggle to get someone to volunteer to be the treasurer and keep track, though right now we have an obsidian portal page for treasure and it's working pretty well.

The other side of the coin is PC inventory and gear. It would be nice to have everything recorded in one place but player A likes to keep an inventory in maptools, player B likes to use a sheet of paper, player C uses google docs, Player D uses an excel spreadsheet. Does anyone have a suggestion for a system of keeping track of PC gear so it's all in one place, easy for the DM to read and easy for the PCs to use?


We've decided to take the plunge and give AoW a shot. We're adapting it to our own campaign setting and it seems to fit surprisingly well.

I'm sure I'll be on here occasionally with questions from AoW veterans, and I'll start off with this one: We've already run a couple homebrew adventures with these characters. They will be starting at level 3. My guess is that this won't significantly affect the campaign, and may just make the Whispering Cairn a bit easier. Is that about right?


I'm considering running AoW as my next campaign. How much do you deal with undead in this campaign? Is it a pretty major part of the plot, and do you have a lot of undead combat?. I've read through the background and the first adventure and it seems like there could be a lot. I ask because our last campaign was very undead-focused and we're ready for something different.

Thanks!


I'm getting ready to start a new campaign and I'm curious what people like to use (if anything) to keep track of their campaign for both the GM and players benefit. We play online so it's important that we have a system where anyone can access information when they need it from wherever they need it.

To date we have used a combination of Google Drive (for character backgrounds and character sheets) and Dropbox for Adventure Summaries, any necessary PDFs such as an AP Players Guide. We tried setting up a forum for in-character "downtime" interactions and activities but only about half the group used it so we dropped it.

What do you use for this kind of thing? I've seen blogs and heard of folks using wikis. What do you like/not like about your system? If it's a website of sorts that you could like me to (for an example) that would be great.


I'm getting ready to run my first AP. I played a bit of Runelords as a PC but the DM bailed (we hadn't even gotten to thistletop) so I'm stepping up.

I'm currently still choosing which AP I want to run. I'd like to have my PCs provide input, but I don't want to give away too much of the plot. Would having them read the basic descriptions here give away too much? I know all of this can be accessed by whomever wants to, but the people I play with are not likely to read anything unless I specifically tell them to--even then it can be a struggle.

I could write up my own summaries I suppose.


We just began the Runelords adventure path. I'm a ranger, and I'm considering where I want to go. I think the Mammoth Rider prestige class sounds really fun.

However, for those who have played/GMd Rise of the Runelords . . . is it a campaign where I'll just be leaving my Huge animal companion at the door to the dungeon every time, thereby losing all the benefits and fun of the prestige class? Thanks, hopefully your answer isn't too much of a spoiler as I'm really looking forward to this campaign.


I'm continuing a forum from the "Rules" forum here since all my rules questions were answered. Now I need to find a way around them :)

No, but seriously. I'm hoping to make a Ranger/Druid for my upcoming campaign. The build (ranger with 5 lvls druid) fits perfectly for the character concept I have in mind. However, I don't really want to deal with 2 spell lists. Combined that's over 100 1st level spells to choose from. So I'm trying to put together a way to have just one spell list that combines the druid and ranger casting without making it noticeably weaker or stronger.

Here was my idea:
Spells Known: Either the Druid list or Ranger list, not both. Advances as you gain spells of new levels.

Caster Level: This would be the combination of the 2 caster levels.

Spells/day: combination of two classes.

So that would look like this (with wisdom = 14):

Level 8 (R3/D5)
CL: 5
Spells/Day: 4/3/1

Level 10 (R5/D5)
CL: 7
Spells/Day: 5/3/1

Level 12 (R7/D5)
CL: 9
Spells/Day: 5/3/1

Level 14 (R9/D5)
CL: 11
Spells/Day: 6/4/1

Level 16 (R11/D5)
CL: 13
Spells/Day: 6/4/2

Does that seem fairly balanced? I'd be giving up the variety of spells for a high caster level. I think spells/day would also be slightly lower--would my bonus spells from wisdom normally apply to both classes?

If not, any suggestions on how I could balance it out?


I'm considering a Ranger with dip into Druid (4-5 levels). My questions is this: with 2 spell lists, do the caster levels stack? Otherwise it seems all my spells would be pretty ineffective at med-high levels--at level 15, Druid spells only at lvl5 and ranger spells at lvl 7.

I like the build for my character, but I don't really like the idea of managing 2 divine spell lists. That's a bunch of spells to choose from! I was considering proposing to my DM that I just take the druid spell list, eliminate the ranger spells, and when I get new spells/caster level from ranger I would just add to my druid spells instead. For example, at level 12 (R7/D5 with wisdom of 14) I would have 4/3/1 plus orisons from Druid and 1/0 from ranger so it would be 5/3/1 all from the druid spell list.

I'm sure that isn't in the rules anywhere but does it seem like a fair compromise to simplify things? Or would that severely over/underpower my character?

I know there are some feats to help meld similar druid and ranger abilities (like Shapeshifting Hunter), might there be something with spells too?

As usual, thanks!


We've just started a campaign and my character is a Sylph Ranger. Originally I was going to follow a build similar to Treantmonks "Switch Hitter" Ranger.

Then I was thinking it might be fun to try to make a Sylph where the elemental power within slowly takes over as he grows stronger. Or perhaps it doesn't "take over" but just get stronger. Any ideas for a build like that? The best I could find so far was a Sylph Sky Druid. Maybe there is some barbarian angle? I'd like to be more combat based than spellcasting but I don't mind being a bit of a mix (like a druid).

We have already started and so I will have at least one level of Ranger. If I could continue as a ranger (maybe through an archetype) that would be ideal but I looked and didn't find anything yet. Otherwise I wouldn't mind multiclassing if it matched my concept pretty well.

The concept is #1 priority but I also don't want to suck too bad compared to the rest of the group (they do a decent bit of optimizing even if they won't admit it. How else can you account for a virtually charisma-free party?)

Also, we're playing Rise of the Runelords if that helps.

Okay, thanks!


We're starting the Rise of the Runelords adventure path and I am making my 1st level character and looking for advice.

I'm playing a Sylph (the DM as agreed to give me a bonus feat a la humans to make the race a little more balanced). +2 Dex/Int, -2 Con.

Our party has an Enchanter Wizard, a very-unoriginal Sword-and-board fighter, and a typical bard.

I'm looking for something to fill in the gap (i'm the last to join). I was thinking something that can fight decently but also a little sneaky or good at skills or maybe a few spells.

Considering Ranger, Druid, Inquisitor, Cleric and Rogue but open to suggestions. Possibly multiclassing?

Thanks!


My group plays long-distance so we've been using maptools as a VTT. We're having problems with it though. It seems every time we play there is some problem: someone keeps getting booted, or the pathfinder framework macros don't work for someone, or one person can't log in, or can't load a map.

We like the program when it works: the customization is great and we all like making macros. The frameworks, when it works, is very helpful for keeping track of states and bonuses and penalties. I (as GM) like the ease of making maps and the vision blocking and lighting options.

We're considering switching to Fantasy Grounds II. Will that solve our problems? Does it have those same features we like from maptools, or will we be trading in a lot of functionality? What about connections, is that pretty easy and bug-free? Any other suggestions for a VTT that might be better? I'm a beginner when it comes to the technical side of connections and such. Thanks.


I've never been a wizard before, so when I picked up my Familiar, a Kite (using the rules for hawk), I had a few questions.

So my question--how smart is Intelligence 6? Does anyone have any rules-of-thumb about how smart they are? Where does it fall between a human "whoa, there's 5 zombies coming through the woods at my master, 4 from the northeast and one from the west" and a regular hawk "squirrel looks like good food"

Just looking for some guidance so I don't make my familiar too powerful or too weak. That +12 to perception for a hawk is pretty money.

Thanks!


Hey folks, in my campaign an NPC that is friends with the party just got promoted from a standard city guard to whatever might be just above that. I'm not too familiar with what different military/police ranks and designations mean especially in fantasy/midieval times, hopefully someone out there is? Someone who might command a small group of guards, or command of a certain post in the city or maybe just increased responsibilities.

My world is a cross between typical fantasy/medieval and native american culture, specifically the navajo, hopi, anasazi and other tribes of the the southewest.

Thanks!


Does a ninja have Ki (kEE) points or Ki (K-eye) points? Questions is of pronunciation.


Hey--this always comes up with us. For example, the Vermerak:
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/vemerak

Can he do a full attack, grab with a tentacle (assuming a successful hit), grapple you, and constrict all in one round?

Just seems like a crazy good ability. Especially considering the PC can only try and escape a grapple the next turn?


Hey, I'm looking for some input on a new character I'm creating. It's for a pathfinder campaign that will take place mostly in the city of Korvosa with 2 other PCs (Cleric & Mage/Sorcerer). I have a basic concept:

He's a bit of an introvert. This is partially because of his race--he's an Air Genasi. He's fascinated by lore though, and loves to read about lost cities, temples, etc and lives to find tokens and artifacts of the past (whether mundane or powerful). On a similar note he is interested in the mystery of Korvosa and delights in getting to the bottom of conspiracies and intrigue. He doesn't have much formal training in adventuring but knows the basics--such as his way around a sword. His interest in learning things has also made him pretty adept at getting to places he shouldn't be; maybe through disguise or bluffing, but more likely just plain sneaking in.

SO . . . what class do you think? Rogue seemed the obvious choice but I've read a lot about rogues being relatively weak, and since it's only a 3 PC party I want to carry my weight. Any suggestions on other classes, or builds for rogue that maybe in ways I haven't thought of?

AND . . . In bestiary II they have "Sylph" which is pretty close to Air Genasi from 3E so thats what I was going to use. Is there actually an Air Genasi template, or something closer?

Thanks!


Hey everyone. I'm looking for advice/opinions/experience on handling heavy loot. My PCs load up with stuff until they're at the edge of a light load before going out on an adventure. Then they battle, say 10 hobgoblins and insist on taking 10 chain mails, 10 longswords, 10 longbows, etc. etc. home with them.

How picky are people about this? I want to tell them to keep track of weight and keep it in mind when they pick loot to take home. However, i'm wondering if i'm too anal about it. We play long-distance over the internet using maptools so it is already pretty laborious to keep track of things using that.

Any suggestions? Is there a happy medium between watching every ounce and just saying "take what you want, don't worry about weight"?

Thanks, as usual.


My brother is building a world and he wants it to be a place where magic exists but is very rare in the civilized world (it's been outlawed and put down by the oppressive government). I'm afraid, though of how it will upset the balance between the power of caster/non-caster classes, since casting a spell in public could potentially get you arrested or lynched.

Any ideas on how to make it balanced? Anyone done this kind of thing before? Thanks.


My brother is building a world and he wants it to be a place where magic exists but is very rare in the civilized world (it's been outlawed and put down by the oppressive government). I'm afraid, though of how it will upset the balance between the power of caster/non-caster classes, since casting a spell in public could potentially get you arrested or lynched.

Any ideas on how to make it balanced? Anyone done this kind of thing before? Thanks.