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No, gnomes are clearly to be kept a stable population for dinner and a show, and halflings are already slaves

DM Dreadmaster |

You know in the FR their are alot of different types of gnomes and halflings. You may need to be more specific.
No discrimination here, they'd like to kill them all!
IC post now. An unusual weekend when I had little time to post.

The Pox |

And should we track loot in a separate document? I'm willing to paste treasure into a basic document, but I can't be trusted to maintain/keep updated one of those fancy spreadsheets.
While our characters might pounce on whatever's shiniest, we should probably discuss ooc what might be best for various characters to ensure we can all contribute well.
Pox doesn't really need the combat items; someone planning to specialize in rapier and/or someone proficient in martial weapons should get the rapier. Whoever has ranks in Sleight of Hand should get the gloves. The ring of mind shielding would be nice for Pox, but that would also be good for a weaker willed warrior. Probably the magic item I'd personally like most, though, would be the cloak of resistance (but probably so would many others). I think there's enough permanent magic items, counting the harper pin (don't know if it actually has magical properties but many do), that everyone can each get one.
Alternately if Pox gets no magic items, I could take the spyglass and either make use of it or sell it for other goods.

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We could each call dibs on one item and go from there mostly a joke, but there are several nice items
Alternatively we could each mention two or three items we're interested in and look for the areas where there's the least overlap
Of course, as he said "to the victors go the spoils", only those who fought should get a cut, at least of the permanent magic items
It's only fair
On that note, what does the ring of mind shielding +1 do
A regular ring of mind shielding confers straight immunity to mind reading type things
Is it a ring of mind shielding and also a ring of deflection +1?
If so, dibs

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I could use the armor (I'm not currently using any, but my AC is good anyway and I'm not stealth focused) or the rapier (obvious reasons) or the boots (they're cool)

Dorn Xizurth |

Well that's what I get for reading and posting IC before coming here. ;)
Anyways Dorn left it open for anyone to challenge him. He is not going to try and bully his claim by saying "mine" or anything. Not his style.
There are 9 magical items and 9 of us. Everyone should get something if at least a potion.
Edit cause your all ninja's- I would give the ring to whoever has a evil alignment and has "face" skills. Sense they would benefit the most and likely be target to the stuff it protects against.

Kyorruel Siluvanede |

Given that you have 8 dex and I have 18 Edwin, normally i'd ask to have the rapier over you but the rapier that came with my trait gives me a slightly better attack than a magic one, though with less damage, so i'll grab the armor. I posted my claim as more aggressive than Dorn did to keep him in character but out of character if someone really needs the armor i'll let you talk me into swapping it for something else.
edit: The trait is ancestral weapon if anyone is wondering.

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If your armor bonus is already +3 the leather armor won't exactly help you much
(Also I use my Cha in place of dex for AC and reflex saves and initiative, and a rapier can also be used with str)
Edit: I'm also aware of ancestral weapon, I love it. Good flavor too.
I recently compiled a list of my favorite traits and it features on the list
Best/most interesting Traits
Tribal (Orc or Half-Orc): Within 60 feet of a tribal standard, you gain a +1 trait bonus on attack rolls and Will saves against fear effects, as if you were the recipient of a bless spell. If you have a way of constantly being in range of such a standard, such as being a Bannerman Warlord, this is very good. If you can’t ensure the banner, it’s not worthwhile.
Tusked (Orc or Half-Orc): Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5. Decent if your build relies on getting a lot of attacks off and you don’t already have a bite attack as part of it.
Auspicious Tattoo (Human): You gain a +1 trait bonus on Will saving throws. Much better. It’s simple, but failing Will saves is pretty much the worst thing. This will be especially helpful on character with weak Will saves
Blood of Dragons (Human): gain a +1 trait bonus on Perception checks, low-light vision, a +2 trait bonus on saving throws against effects that cause sleep or paralysis
Bred for War (Human): You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall
Carefully Hidden (Human): You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Enduring Spellcraft (Human, Azlanti): Treat your caster level as 1 higher for the purpose of determining duration only
Harrow Chosen (Human): You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom
Historian (Human): You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you
Infernal Influence (Human): You gain fire resistance 2 and a +1 trait bonus on Fortitude saves against poison
Latent Psion (Human): You gain a +2 trait bonus on saves against mind-affecting effects
Spirit Lodge Dreamer (Human): You gain a +1 trait bonus on saves against illusions, and reduce any miss chance you would take from concealment by 10%
Superstitious (Human): You gain a +1 trait bonus on saving throws against arcane spells
Varisian Tattoo (Human): You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives
Weapon Training (Human, Ulfen): You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer
Nine-Tailed Scion (Kitsune): You gain a +1 trait bonus on caster level checks for your racial spell-like abilities as well as those from the Magical Tail feat. Additionally, you can select Magical Tail as a bonus feat whenever your favored class grants you a bonus bloodline feat, combat feat, or metamagic feat instead of the normal type of feat granted by that class. You cannot exchange specific feats granted by a class or race for Magical Tail in this manner; for instance, a monk cannot exchange his Stunning Fist feat for Magical Tail
Elaborate Trapper (Kobold, Blue-Scaled): When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap's Disable Device DC increases by 2.
Earthsense (Oread): As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th
Stoic Dignity (Oread): As long as you are conscious, you and all allies within 10 feet gain a +1 bonus on saving throws against mind-affecting effects you are not already suffering from. This is a trait bonus for you and a morale bonus for your allies
Curse in the Blood (Skinwalker): You gain a +1 trait bonus on saving throws against curses. You treat your caster level as 1 higher when casting spells and spell-like abilities with the curse descriptor.
Arms Master (Tiefling): You take a –2 penalty on attack rolls made with weapons with which you are not proficient instead of the normal –4.
God Scorn (Tiefling): You gain a +1 trait bonus on saving throws against divine spells
Fierce Flanker (Wyveran): You gain a +1 trait bonus on damage rolls against foes you flank. If you can guarantee regular flanking, this is solid. If not, it’s terrible.
Militia: You gain a +1 trait bonus on attacks made while flanking an opponent.
Cunning Liar: You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.
Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Mizu Ki Hikari Rebel: You gain a +1 trait bonus on damage rolls made with unarmed attacks
Glory of Old (Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Chillblight Emissary: You gain DR 1/cold iron but become sickened for 1 round if damaged by a cold iron weapons
Secret of the Impossible Kingdom: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, you do so at +1 caster level.
Nightstall Urchin: You gain a +2 trait bonus on saves against fear effects, and when you do make a successful save against a fear effect, the resulting rush of bravado grants you a +1 trait bonus on attack rolls
Slave Taker (Okeno): Whenever you deal nonlethal damage in combat, that damage increases by +2
Spell Duel Prodigy (Erages): You gain a +2 trait bonus on Spellcraft checks to identify a spell as it is being cast and on dispel checks to counterspell a spell.
River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you
Wayang Spellhunter: Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
Mivoni Duelist: You gain a +1 trait bonus on damage rolls when you are the only one threatening your opponent.
Snake Bleeder: You gain a +2 trait bonus on Craft (alchemy) checks and checks made when brewing poisons, and Craft (alchemy) becomes a class skill for you.
Ancestral Weapon: Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Blighted Physiology: Horrific growths beneath your skin provide you a +1 natural armor bonus to AC, but your body does not work as a normal creature’s would. You become sickened for 1 round anytime you receive magical healing
Armun Kelisk Scholar: You gain a +1 trait bonus on Knowledge (planes) checks and checks made with one other Knowledge skill of your choice. This bonus increases to +3 when used to identify a creature with the air subtype. Knowledge (planes) becomes a class skill for you, and your bonus language options at 1st level include Auran. This choice is in addition to the bonus languages available to the character because of her race.
Thoughtful Wish-Maker: You gain a +2 trait bonus on Sense Motive checks. Furthermore, if you succeed at a DC 25 Sense Motive check prior to making any wish granted by an outsider, you become aware of your wish’s potential pitfalls. If you succeed at this check by 5 or more, you figure out how to word your wish in such a way that your words are not twisted
Chosen Child: Your starting money increases by 900 gp.
Quain Martial Artist: You gain a +1 trait bonus on damage rolls when using unarmed strikes
Community-Minded: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Blackthorn Rancher (Lambreth): You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total (when using animal ally is good)
The Vessel Between (Daggermark): You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.
Sargavan Guard: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
Precocious Spellcaster: Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.
Alchemical Prodigy: If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.
Regional Recluse (Ilsurian): You gain a +1 trait bonus on Survival checks and proficiency with light shields.
Demonbane Summoner: The attacks of creatures you summon are treated as cold iron for the purpose of overcoming damage reduction
Lessons of Chaldira: Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.
Starchild: You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks
Provider (Halfling): You gain a +1 trait bonus on any d20 roll to acquire food or water for others. Though this bonus most often applies to Survival checks, it could also apply to attacking monsters that are safe and nutritious to eat (mainly animals and plants). However, Erastil takes a dim view of waste and of those who scorn his favor, and if you abuse this gift (for example, by using the bonus to defeat a bear, then only eating one bite of it), he punishes you with a –2 penalty on attacks, checks, and saves for 24 hours.
Toilcrafter: Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes twice as long as normal. These items cannot be upgraded with new abilities.
Potent Concoctions: Choose any two poisons; when you attempt to inflict either of these poisons on an enemy, the DC to resist it increases by 1
Shield-Trained: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you
Honeyed Words: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion
Wisdom in the Flesh: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.
Mother’s Rage: You receive a +1 trait bonus on Survival checks, and you treat your caster level as +1 higher when summoning creatures.
Mother’s Teeth: You can make a bite attack for 1d4 points of damage as a secondary attack.
Agent of Chance: Once per day, you can allow an adjacent ally to reroll a skill check as an immediate action before the result is revealed. The ally must take the second roll, even if it is worse.
Poisonous Slayer: You gain a +1 trait bonus on attack rolls when you are wielding a weapon treated with poison
Secret Knowledge: At any point after taking this trait, you may choose one Knowledge skill. You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.
Blade of Mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Strength of the Sun: During the day, you gain a +1 trait bonus on all Charisma-based checks.
Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Clever Wordplay: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Memorable: When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds. This is fantastic on an Intimidate build.
Savant: You gain a +2 trait bonus on all Perform checks
Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat)
Wicked Leader: You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat (see page 14) at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil
Magical Knack (Magic): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Aldori Caution: You learned defensive moves from Aldori trainers. You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Armour Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Axe to Grind: You gain a +1 trait bonus on damage against foes who are threatened by only you.
Berserker of the Society (Barbarian, Society): You may use your rage ability for 3 additional rounds per day.
Black Powder Bravado: Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse
Blade of the Society (Rogue, Society): You gain a +1 trait bonus to damage rolls from sneak attacks
Defender of the Society (Fighter, Society): You gain a +1 trait bonus to Armor Class
Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.
Honored Fist of the Society (Monk, Society): You increase your ki pool by 1 point
Absolute Loyalty: You gain the one-time ability to immediately cast atonement upon yourself as a spell-like ability upon performing an act or being subjected to an effect that spell affects. This ability can only be used while you are acting in the service of your liege (an individual of higher social standing chosen when you take this trait).
Firebug: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.
Larger Than Life: When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.
Lastwall Defender: You gain a +1 trait bonus on attack and damage rolls against undead creatures that you have personally identified using the Knowledge (religion) skill.
Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die
Steel Skin: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.
xtremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Heirloom Weapon: When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Old version
(Pay non-masterwork price for any masterwork weapon, including exotic, and gain proficiency with it as well as a +1 to attack with it. Only works with that one specific weapon).
Iron Liver: You gain a +2 trait bonus on Fortitude saves against poison, disease and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol
Power of Suggestion: You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.
Rough and Ready: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons
Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Called: Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Chosen Of Iomedae: You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled.
Pact Servant: You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster. You may not select the evil domain unless your own alignment also contains an evil aspect.
Fashionable: So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
Arcane Revitalization: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can't exceed your maximum number of arcane pool points.
Beast of the Society (Druid, Society): Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level
Bladed Magic: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Eldritch Smith (Dwarf): Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears
Gifted Adept: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Greater Adept of the Society (Wizard, Society): You gain one additional 0-level spell slot.
House of the Green Mother’s Pupil: You gain a +1 trait bonus on Handle Animal checks. You may substitute this trait for Iron Will as the prerequisite for the Familiar Bond feat.
Stabbing Spells: Aroden wrote much about ways to use weapons to enhance magic’s effectiveness, and you have taken to heart the insights gleaned from his words. Whenever you strike a foe with a weapon, you gain a +2 trait bonus on caster level checks to overcome that foe’s spell resistance until the end of your next turn.
Twinned Presence: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.
Two-World Magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known
Unscathed: Each type of energy resistance you have (if any) increases by 2 points
Undead Slayer (Dhampir): You gain a +1 trait bonus on attack and damage rolls against undead creatures
Grounded (Dwarf): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves
Shadow Stalker (Fetchling): Increase the miss chance gained from your shadow blending ability by 5%.
Animal Friend (Gnome): You gain a +1 trait bonus on Will saving throws and handle animal checks as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Helpful (Halfling): Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Kyorruel Siluvanede |

@edwin, in fairness I thought that i had started with leather armor but this armor will still augment my stealth skill and remove my armor check penalty. As well since the item that would serve me most has already been claimed ill stick with the armor, again unless someone really needs it. You and I have the same AC so I'll leave the sword to you.

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That's fine, if you are happy with the stealth bonus you can have at it
I'll buy some regular armor shortly probably, or just rely on a high effective dex bonus and a +2 luck bonus (also natural armor)

Vorik Kessler |

Real nice, I go out to celebrate my birthday with friends I haven't seen in several months, and ya'll divvy up the loot.
I scored the critical(ha!) killing blow, yet apparently am getting nothing.
Armor, ring and cloak would all be desirable, with the armor topping my list, as I have a mere 11 AC otherwise...

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The guy who took the armor did say he could be convinced to part with it, and there's still two potions, a +1 dagger and the mundane equipment left

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The cloak and the ringare the only items that could catch my attention but Vlad isn't a greedy man... Well, he IS greedy but he knows when it is time to be greedy and when you are in front of a powerful man with a short fuse.
The potion suits me just fine.

The Pox |

Vlad, I first asked if I couldn't have a magic item (I also wanted the ring or the cloak but everyone else is fighting over those so I'll relent on that), if I could have the spyglass. Since it looks like everyone else is grabbing the magic stuff, including you taking a potion, I'd appreciate it if I could have the spyglass.
Edwin picked up the rapier and the boots IC, but I don't know if he has laid a final claim to them. And I agree, everyone should only each get one magic item (or item of value). The boots could be useful to anyone--boots of striding and springing are GREAT--best for someone who needs mobility in combat.

Dorn Xizurth |

As I said before, everyone should get one of the magical items sense the number matches our group number. Unless someone does not even want a potion. So I object to double dippers. ;)
In another game the DM had us make a "wish" list in our profiles. That made it easier for them to create loot that wasn't just merchant fodder. Maybe our DM would like that too?

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Vlad, I first asked if I couldn't have a magic item (I also wanted the ring or the cloak but everyone else is fighting over those so I'll relent on that), if I could have the spyglass. Since it looks like everyone else is grabbing the magic stuff, including you taking a potion, I'd appreciate it if I could have the spyglass.
Crap, completely mussed that part... Please feel free to take the spyglass, I only took it because it semt like a good memento but anything else will do.

Dorn Xizurth |

What's bad about trickster is the lost to trap dealing. Not worth the charm person and slight boost to social skills. Both can be gotten and exceeded via items easily enough. While you can't get the bonuses for traps as easy or the ability to deal with magical traps. A decent trade in a social heavy game with no face PCs, but in this case not so much. Just my opinion.
P.S. Yep alot of my skills are not class skills yet. But they will be, had my build planned out before the game started. ;)

The Pox |

While trapfinding bonuses are valuable--and a trapfinding-focused rogue is the best trapfinder in Pathfinder, IMO, because of enhancements with rogue talents and the like--they're not crucial. Anyone can find a trap with a successful Perception check. Trapfinding makes it easier.
As for magical traps, not having trapfinding yes, means, you can't disarm them with Disable Device. It doesn't mean they're not dealable with -- e.g., there are a lot of spellcasters in the group, eventually enough of us'd have dispel magic to suppress it. Or you can always throw a minion on the trap to set it off and then move past it before it resets. One of the perks of this being an evil campaign. :)

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I like the underground chemist because if you get the drop on someone it let's you throw bombs that do double sneak attack damage (+int +splash) and that's amazing especially if you increase your sneak attack with things like demonic obedience (shax) and bleeding attack rogue talent (at level twenty this equates to a full attack with 26d6 + 26 + 13 ⇒ (1, 4, 4, 6, 6, 3, 1, 5, 5, 4, 2, 4, 3, 4, 5, 1, 3, 6, 2, 4, 5, 5, 4, 5, 6, 5) + 26 + 13 = 142+int bombs (the 13 is bleed damage) bombs

Dorn Xizurth |

I would agree if your going to multiclass, but if your going full rogue then I disagree. The charm person seems like a throw away ability to me. It's to limited (humanoids only) and at higher levels will be useless. While getting Int bonus to some skills is very limited to me as well. You going to get maybe +5 out of it as a rogue. You can get the same from items with a mere 20k. While giving up a pure stackable bonus to trapfinding and disarming that maxes out at +10. That's not worth it to me.
Yes if, and I stress the if, you find the trap you can trigger it or dispel it. But that drains resources as opposed to having a rogue just take care of it or lead the way. Using those bonuses and abilities to dodge the trap if they miss it and it goes off. Spells are limited and even minions on hand, more so why waste a potential advantage should you come across a trap if you can leave it active for your benefit.
P.S. I don't know anything about the underground chemist, but those numbers are nuts. x)

The Pox |

The Pox wrote:Vlad, I first asked if I couldn't have a magic item (I also wanted the ring or the cloak but everyone else is fighting over those so I'll relent on that), if I could have the spyglass. Since it looks like everyone else is grabbing the magic stuff, including you taking a potion, I'd appreciate it if I could have the spyglass.Crap, completely mussed that part... Please feel free to take the spyglass, I only took it because it semt like a good memento but anything else will do.
No worries! Thanks.

Vorik Kessler |

If somebody could be so kind as to point out where in the description is says intimidate can not be used on PCs, I would be rather grateful.
Please note, under diplomacy, it specifically calls out NPCs, thus, it would appear intimidate can in fact be used against PCs.
All intimidate requires is the person be an opponent. It doesn't even require you to be in combat.

Dorn Xizurth |

When I see opponent, I think enemy sense an opponent can not be your ally. As PCs are not normally enemies I don't consider them opponents. That aside the skill states that anyone you force into doing anything with the skill always becomes "unfriendly" afterwards which unless I am mistaken is a status reserved for NPCs only.
That said, Intimidate is basically threatening someone. How they respond to a threat is completely under their control regardless of your roll. Otherwise they would not be a PC. Some people can't be threatened, just like some people can't be reasoned with. Depending on our DM that may extend to NPCs as well.
It's always best to clear stuff with the DM/PC if you have something in mind that isn't 100% clear. Pathfinder and DnD are not legal documents, they won't cover everything and have clauses for what is not covered. ;)
@Ja'far
Then maybe you shouldn't try to scare the two senior banite clerics in their own house. Keep your presence to yourself bub. :P