Bluh, why does Maeve abandon my elf for killing a fleeing myconoid? She's chaotic neutral/evil! And they can't even accept terms. The same action did knock me down from NG to true neutral, but I don't know why she'd mind.
I'd... well, I'd guess because it was a non-chaotic act. Somehow. Maeve doesn't like those. She's chaotic neutral/evil, yes, but the emphasis is on the
chaotic more than the neutral/evil part.
And yeah, the early game counter to tanglefoot bags, is, ah. Probably that initial three dimdoor potions. Or being a gnome. Which... maybe? Start as a gnome priest of <something with a strength domain> to pick up Enlarge (go Zurvash, passion/pain/strength. Passion/pain is the
best melee build domain choices.) or a Thaumaturgist for the same, then go heavy armor warrior with innate free action and large enough to manage decent shields and whatnot. Could also dip druid 3 for woodland stride. Or ranger, and get a nighthunter mount -- flying junk is immune to tanglefoot nonsense. Plain fighters are... well, they have one of the roughest times of any of the classes. They're pretty decent once they've got the equipment to deal with problems (like tanglefoot bags, or terrain in general, or heavily buffed casters, or [...]), but getting that point is rough.
E: *fistpump* Done with my initial pass of arcane spells! At least the ones noted as unstable several versions before Boss J's development stopped. And excepting Distance Distortion, which has some stacking/permanence issues I need to actually test out a bit, but... not tonight.
E2: Jeez, I had forgotten how ridiculous /produce flame/ is. It is sillily useful for a first level spell. Especially when your giant bat is machine gunning them at things.