
Byron Zibeck |

OR! Give that choker some spellcaster levels, and POW! It's casting 2 spells a round, every round. MWA HA HAHAHAHA!
Even better: The choker's pretty much the best choice for shapechange for spellcasters. For the same reason.
The downside is that chocker's are 3 levels behind other spellcasters. While a choker with 1 level of sorcer might be able to cast 2 magic missiles, a 4th level sorcer gets two with each casting of magic missile, casts more spells, and has access to 2nd level spells too.

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The downside is that chocker's are 3 levels behind other spellcasters. While a choker with 1 level of sorcer might be able to cast 2 magic missiles, a 4th level sorcer gets two with each casting of magic missile, casts more spells, and has access to 2nd level spells too.
That might make a difference at low level, but in a fight between a 15th level human sorcerer and a 13th level choker sorcerer... my money's on the choker.

Steve Greer Contributor |

One thing you can do that drives players batty with that extra standard action is grab and choke someone, then use the extra standard action to carry the victim away. An advanced choker (size Medium) can be very nasty (speaking from personal experience). In my current campaign I had one that grabbed one of the PCs, succeeded on the opposed grapple check after pinning the victim, and pulled him up into the rafters of the room they were in (10 ft. reach) where they couldn't get at him with melee attacks and he had a little bit of cover. He then made another grapple check to hurl the PC across the room and went back and did the same thing to another.
But James's ideas are pretty cool, too. I hadn't even considered the implications for spellcasting.
The choker is a very underrated opponent.