Thief

Gregory Thrune's page

45 posts. Alias of Lord_Viper_69.


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Male Human (Chelaxian) Rogue 1

Gregory appears to not notice the remark about the butterfly, it almost appears as if he is shielding it from sight, examining it.


Male Human (Chelaxian) Rogue 1
Quote:

Faysal waits patiently, eager to see if Gregory finds anything. Though he is careful to stay on the sidelines and not interfere with the work the Keleshite can't help but peer in to look around himself.

"Canine tracks?" He begins quietly. "You are Dashki no doubt? Are these, pugwampis," Faysal's pronunciation of the word is slow and deliberate. "Intelligent enough to start a fire? If not are there any creatures native to these regions that might raise them?"

(TC) Gesturing toward Dashki "This is indeed Dashki and he says these are pugwampy tracks, we will see."

Gregory squats and has a contemplative look for a short time. He then produces a box with a black butterfly, careful to avoid its detection (sleight of hand 17+3=20) and examines it.
(Infernal) "Let's just see what we can do here"

To recall anything resembling these tracks or pugwampi or small canine creatures in this area or in his studies:
Knowledge dungeoneering 16+4=20
Knowledge local 12+4=16
The box with black butterfly:
Perception for physical traps, indicators of foul play or locking mechanism 17+5=22
Disable device on the box (the metal contacts he heard inside) 15+6=21
Gregory does not open the box immediately, even if everything checks out.
I used the Wizards dice roller for these rolls.


Male Human (Chelaxian) Rogue 1

Fair enough on both ends (chance and dm kin). I am a heavy RPer so I will reign myself in and try to move the story along. If this pace is the norm for PBP I will create combat monkeys or shells without personality. If I don't do so, I will likely misinterpret intentions as I did earlier.

Gregory will be far more story based from now on, I will try at least.


Male Human (Chelaxian) Rogue 1

My keen rogue senses tell me something is afoot. Mayhap it is the commencement of the online conference.


Male Human (Chelaxian) Rogue 1
Quote:

It jumps out at Gregory that these tracks are canine in nature, the three little nubs and long imprint behind them quite obvious in the cracked dirt. But they are smaller in size than any dog the rogue has seen before.

Dashki kneels down and begins to examine the tracks after Gergory, his long hair trailing on the dusty ground. A minute passes. "Yes. Dashki knows these are pugwampi tracks. I told you!"

(Infernal)"Canine tracks, interesting"

(TC)"Chance, these tracks are canine but smaller than anything I've seen. It may be an offshoot of the canine family or something new."

After Dashki exclamation about the tracks being of Pugwami origin: (TC)"I can agree with you Dashki, for now. (To Chance, if he's still there) I propose we follow these tracks, though we should get more people before moving out of the immediate vicinity of the camp. It may be a trap, better to error on the side of caution."


Male Human (Chelaxian) Rogue 1
Quote:
After a good ten minutres of searching, they discern there is no evidence of a hole anywheres near the deathsite. But Gregory and his keen eyes notice a trail of tiny footprints leading away from the wagon and into the surrounding wastelands.

Gregory stares at the footprints for a moment, trying to recall anything he would be familiar with or have seen.

Knowledge nature 18+4=22

Whatever the results, Gregory will point out the tracks to Chance and Dashki.

(TC)"Dashki, do you recognize these tracks?"


Male Human (Chelaxian) Rogue 1
DM Kin wrote:
** spoiler omitted **

In a couple hours, at work. I'll post some things.


Male Human (Chelaxian) Rogue 1

Chance and DM Kin:

Spoiler:

One thing I wish to clear up: A metagame issue or an assumption by myself or Chance.
Quote:
After a good ten minutres of searching, they discern there is no evidence of a hole anywheres near the deathsite. But Gregory and his keen eyes notice a trail of tiny footprints leading away from the wagon and into the surrounding wastelands.

Does Chance assume Gregory told him of the tracks and he then raced off OR does Chance assume the character saw the tracks and reacted to them. It may have been a misreading.

The one thing I don't like is when I lose RP opportunities, which to me, the scenario with chance in post 79 does. If it's nothing, then I withdraw my comments. If it is an issue, I would seek that it is resolved.

I cannot post anything concerning the tracks until this is clarified.
I have no desire to cause issue, these are my thoughts.


Male Human (Chelaxian) Rogue 1
Quote:
Dashki nods. "Yes, we are in gnoll country after all. But they usually do not start fires. Bad luck causes many mishaps, yes, if one was near Eloais's wagon... it probably was cause. Words you want know are, in order, 'yark, grral, krock, tark, yekkar, bortk'. Gnolls usually travel packs of three or four, sending one to scout and the others backup. Other than that... gnolls fight ferociously."

(TC) "Thank you Dashki for sharing that information with me, I will use it to much effectiveness.

Are there any questions that you have for me or the current situation?"

Gregory awaits the results of searching the wagon or possibly digging action


Male Human (Chelaxian) Rogue 1
Quote:

Dashki looks at Gregory curiously, as if he didn't expect the man to push any farther on the subject. "Uh, well... what you want Dashki to tell you?"

The dirty man nods vigorously, his stringy hair slapping across his shoulders, but his eyes hold new sharpness in his gaze. "Yes, Lady Almah very beautiful... but everyone been in that man's wagon. We all got our fortunes when he came to caravan. He stupid though, even if wagon was safe, that man could start fire."

Gregory can't remember anything about a 'pugwampi', not even if the creature is real or made-up.

(TC)"Are these "pugwampi" common here or do their activities lead to fires and the like?"

"I would like you to tell me common Gnoll words, I will memorize them, and we'll continue from there. I am wanting to know things like "leader, stop, power, friend, helpful, beware," can you tell me these things? Oh, and common Gnoll battle tactics." int check to memorize 17+2=19

Gregory will follow Chance to the wagon and ensure Dashki follows, under the guise of him telling him words and memorizing. When upon the wagon, Gregory will: if digging is involved, more things out of the way; if no digging, examine for anything suspicious. search 9+7=16


Male Human (Chelaxian) Rogue 1

Dashki directly challenged Gregory, saying he couldn't handle the knowledge he has for a long time.

Gregory is quite the intellectual and will take on such challenges with fervor.


Male Human (Chelaxian) Rogue 1

Spoiler:

Gregory wrote:
"If you can help us with your knowledge of gnolls then you would become more important to Lady Almah, as we may aid her and her retinue, including you, in any problems in the near future. I would be interested in what you know about Gnolls and maybe you can teach me how to speak Gnoll; I would teach you something I know in return."

Dashki laughs a rasping, dry laugh that reminds you of gravel and dead leaves. "Teach you about gnolls you say? Dashki know much about gnolls and the language, a lot much for someone like you to handle. If you want to learn for three, four years, then yes, Dashki teach you... but I need not learn what you know. Dashki knows what I need."

Gregory wrote:
""What, may I ask fair Dashki, is so interesting about the lady's wagon? If there is some danger, no matter how small, we would need to know. Oh yes, we are here protecting the caravan, to include Lady Almah and yourself."

"Lady Almah's wagon? Oh... Dashki just thinks it pretty. So pretty..." The dirty man gets a faraway look in his eye, staring at Almah's cart for an exaggerated amount of time.

Chance wrote:
"Did you light the fire? Do you know who did?"

Dashki's eyes move from side to side, and a nervous look comes over his face. "Dashki had nothing to do with fire. But... Eloais burned a hundred candles in his wagon. Maybe got unlucky... We are in gnoll country. Probably a pugwampi did it."

Quote:
Dashki laughs a rasping, dry laugh that reminds you of gravel and dead leaves. "Teach you about gnolls you say? Dashki know much about gnolls and the language, a lot much for someone like you to handle. If you want to learn for three, four years, then yes, Dashki teach you... but I need not learn what you know. Dashki knows what I need."

(clears throat slightly)"Try me and see how much I can handle, I will surpise you. (Diplomacy 12+5=17)

Also, I can agree with you that Almah is beautiful but I won't fight over such trivial things."

After Dashki's reaction to the fire question, Gregory does some TC(TC=throat clearing)
"So you have been in his wagon and seen his one hundred candles. I would imagine he would have been safe with a fire being a major possibility."

To recall information about a pugwampi:
Knowledge Nature 14+4=18, Local 18+4=22, Dungeoneering 6+4=10


Male Human (Chelaxian) Rogue 1

That helps a lot. I imagined garavel as a fat man with jowels and such. Dashki was a small and sniveling guy.

Dashki especially, now he seems like super suspectful and capable in battle as well.

Garavel must have a scimitar and wield magic, that's what he looks like anyway.


Male Human (Chelaxian) Rogue 1
Chance LOF wrote:
DM Kin wrote:

I'm sorry for the lateness all. My mother has had a stroke and I've been busy caring for her since she's come home from the hospital. I should have enough time to get up a post either tonight or tomorrow morning.

Again, I apologize for my lateness. =[

No need to apologize, my dad has had a couple of minor strokes before and speaks with a slur. Take care of your mom and I will include her in my prayers.

Gregory; if you want to do introductions, I have no problem with that. Maybe your character didn't socialize with us. Whatever floats your boat.

My intent was to not have Gregory be sociable at first, such is his way.

Oh, I have no boat, it's been sunk.


Male Human (Chelaxian) Rogue 1
Jakari wrote:

In general, I’d agree with you… but in this case there’s been over a week of travelling together during which I’d guess some form of introduction would have been made. I’m not saying we know each other well, but my assumption would be that there’s been at least a conversation or two during the trip.

I understand your viewpoint and can vouch for its applicability.

I only disagree with the implementation of the "introductions" which were not in the PC's control, they were assumed to have happened.

Such is the way at times, this is simply my formal disagreement.

I can go with knowing names, possibly forgetting them along the way. It is Gregory's custom to introduce himself only when necessary, he is working behind the scenes if able. It's a trait he developed over time in the Nightstalls, he's quite gregarious but only with those he forms a non-business relationship with.


Male Human (Chelaxian) Rogue 1

One thing to note for Gregory and his player:
I am not under the assumption that I know everyone automatically. I wish to RP those situations out, it feels like DM fiat to just say "you all know each other." I understand that was not the intent, the DM is doing what they feel needs to be done, there can be no fault there.

I feel it creates a situation in which RP potential is lost.

Gregory did introduce himeself to everyone before he began the investigation of the wagon, that was not redundancy; it was his RP to all involved and his formal greeting.

If there are dissenting or agreeing views, feel free to discuss matters, I am open for any kind of discussion.


Male Human (Chelaxian) Rogue 1

While waiting for Dashki to answer or any intermittent breaks in the questioning

Gregory looks over at Chance: (clears throat slightly) "Have you found anything of value to the investigation? I may have, I will discern such things when I speak with Almah.
Oh, yes, I still don't have your name. I introduced myself to everyone earlier, the proper thing to do. If you didn't notice, I am Gregory, hailing from Katapesh."


Male Human (Chelaxian) Rogue 1

Spoiler:
Chance moves over to Gregory to aid him in questioning Dashki. "Me? Oh, Dashki knows much about gnolls. Yes, yes, I do. And that is important to Lady Almah. This makes Dashki happy, to be important to Lady Almah." And in response to Gregory's question. "Dashki knows only Taldane, Kelish, and little Gnoll. I guess you not know Gnoll..." The man collapses into a fit of choking laughter, something amusing him that you can't quite understand. Chance notices that while everything Dashki has said this far is true... he seems to be a bit uneasy. The man's eyes also constantly flicker towards Almah's wagon.

(clears throat slightly) "If you can help us with your knowledge of gnolls then you would become more important to Lady Almah, as we may aid her and her retinue, including you, in any problems in the near future. I would be interested in what you know about Gnolls and maybe you can teach me how to speak Gnoll; I would teach you something I know in return." Diplomacy 15 total (10+5) if needed

After a brief pause for his answer, (throat clear) "What, may I ask fair Dashki, is so interesting about the lady's wagon? If there is some danger, no matter how small, we would need to know. Oh yes, we are here protecting the caravan, to include Lady Almah and yourself."

Invisible Castle isn't working for me, it comes up with ERROR every time, rolling for reals


Male Human (Chelaxian) Rogue 1

Gregory is interested in this man, his nervous tics, there is a motive that Dashki has yet to reveal; such is Gregory's thinking. Also, if this guy knows about gnolls, Gregory will plumb the depths of his knowledge for all usable information. Gregory suspects, 99%, that Kelmarane is along the way, any advantage could be needed.

I enjoy RP and can do this for awhile. If you wish me to cease my actions, tell me.


Male Human (Chelaxian) Rogue 1

Spoiler:
The man's face quickly turns into one of fear, and he loudly proclaims, "Dashki wasn't even near the fire when it started, I didn't have anything to do with it! ...Dashki didn't see anyone near the fire, no, I didn't..."

At the mention of Eloais's name, the other man snarls. "Heh... I didn't like him. Too close to 'Lady Almah.' Dashki never wanted him dead, only gone... but now that this happened... good riddance."

To the scraggly man:
(clears throat slightly)"I take you are Dashki then, as you have stated. You say there was no one near the fire and you had nothing to do with it. I'll believe you unless evidence shows otherwise."

After a moments thought:
(clears throat slightly)"What exactly do you for Almah?

Gregory will pause for the answer.
"It seems you wanted a closer relationship with Almah, which you have the means for now. Now, I disagree with wishing death on someone, who to my knowledge, did nothing to deserve it; but to each their own I suppose. Now, uh, I wish to speak more privately, do you know any other languages?"


Male Human (Chelaxian) Rogue 1

Gregory has more questions for the Dashki guy, will update tonight or tomorrow. Work calls unfortunately.


Male Human (Chelaxian) Rogue 1

Ok, how blatant are you going to get with this Dashki guy being suspect, or have some twist to where it was supposed to be assumed as being Dashki but it's not.

It's just that dude is being thrown in everyone's faces so that screams culprit or trick.


Male Human (Chelaxian) Rogue 1

Been busy thus far so no posts until a little bit ago.

I do know Con is going well, for Jakari.

Until next time.....


Male Human (Chelaxian) Rogue 1

Spoiler:

Gregory wrote:
"Please, come forward, I only wish to talk. I will not harm you nor will any others, I won't allow it."

When the other man realizes you see him, he starts to walk hurriedly away, tatters flapping in the wind. But Gregory's words calm him, and the man walks cautiously forward. "What do you want."

Gregory can't discern anything particularly unique about the box from what he knows. It looks to have been made from a tree that grows only in Varisia, but other than that, it doesn't seem out of the ordinary. As the rogue moves the box around to examine it, the contents shift around as well and you can softly hear clinking of metal against metal.

To the straggly man, clearing throat, "I wish to know if you saw anything concerning the fire, the man named Aloais and anything suspicious or anyone with a grudge against Aloais or diviners."

Gregory listens to the mans responses carefully, speaking in a low tone.
After the questions are completed, Gregory will produce the box with the black butterfly on it and ask if the man has seen it or is familiar with, heard tale of, etc.


Male Human (Chelaxian) Rogue 1

To Chance:

Spoiler:
For online conferences, all you need is a medium (yahoo, etc) and a microphone. No special software that I know of, you can also use Ventrilo.

I use Yahoo and a mic, DM my buddies overseas, no issues except for microphones can step on each other. We use a mixture of typing and talking, often I'll run one guy in his own window typing back and forth while talking to the other guy, keeps things rolling.

I'll look up some specifics if you wish for assistance.

To DM Kin:

Spoiler:
I would like to know the results of my investigations (checks, etc) and possible interaction with dude hiding behind the wagon watching.


Male Human (Chelaxian) Rogue 1

well, too late. I can re-roll using invisible castle or when that doesn't work (my other media device), the Wizards website dice roller.

Do the rolls still stand, as I was not aware of your preference until now?
I had been mixing the rolls, online and real life and I believe I let it be known.

I prefer actual dice rolls. I know people cheat, for why though? It's a game, sometimes you get it and sometimes you don't.


Male Human (Chelaxian) Rogue 1

Spoiler:
You notice a scraggly looking man with long black hair lurking a short distance away, watching you behind the corner of a nearby wagon.

Wizards site dice roller: Perception 16+7=23
Gregory notices the scraggly man hiding

In regards to the small blackened chest with a black butterfly symbol,
Gregory attempts to discern its nature or intent using knowledge local/planes/nature and diplomacy.

Spoiler:

Knowledge local (Katapesh and surrounding area, Kelmarane, Cheliax southern region from 20 years ago) 14+4=18
Knowledge planes 17+4=21
Knowledge nature 7+4=11

Gregory looks at the hiding man and portrays himself in the most non-threatening manner possible; motions with his gloved hand to come forward while speaking (clears throat quickly) "Please, come forward, I only wish to talk. I will not harm you nor will any others, I won't allow it." Diplomacy 14+5=19

Whatever knowledge attained will be assimilated and given at the appropriate time. Gregory will take care to not disturb the skeletal remains and give Faysal (as he so boisterously announced) room to work.

I have comments/queries about dice rolling in the OOC board


Male Human (Chelaxian) Rogue 1

Prior to Gregory speaking with Almah, he looks over to the cleric "Thanks for the assist, we could work well together." To everyone else in the caravan, sweeping across them all, "excellent work, with such an ethic, nothing can stand in our way. I look forward to meeting you all." As an afterthought, Gregory states " Oh yes, i'm Gregory."


Male Human (Chelaxian) Rogue 1

To Jakari:
Along with stories, I would like some pictures/video or links. I've not attended any Con and am curious about the activities.
Also, if you're in the UK, I am interested in visiting at some point, I would like firsthand knowledge before such a trip.

"Let's see what we can do"


Male Human (Chelaxian) Rogue 1

I like the consistent posting, it adds story I feel; with long breaks there is a lethargy and such things harm the game. Life happens so things may not go accordingly but adapt and overcome.

I do prefer large posts, it gives much more to discuss and can lead the game for a bit without anything else from the DM.

I would say keep the descriptions vivid, I do so in my own games and it always adds to the atmosphere and depth of the game. You're doing well with them thus far.


Male Human (Chelaxian) Rogue 1

In Osiriani to the princess in a whisper "Also, should you need a scout or someone as an invisible bodyguard or the like, I am adequate at those tasks. I won't say I am the best as there is always someone better but, I'm not a bad alternative to the best."

As Gregory departs from the princess's company, he rubs his hands together and utters lowly in Infernal "Let's see what we can do."

Gregory then moves to the wagon and will appraise the damage, to his best guess, and search for clues as to the cause of the fire.

If the burial should be occurring, unless Gregory has found something definitive, he will attend.
If Gregory attends the burial, he will attempt to keep the burnt wagon in sight, so as to notice anyone or thing that may tamper/remove something not found, etc.

Search 1 d20+5=22
Appraise 1 d20+4=5
Second try for his appraisal, after realizing that it's difficult to determine anything with sand in your eyes. Take 10, resulting in 10+4=14


Male Human (Chelaxian) Rogue 1

Gregory walks up to the princess, leaving her room of course.
He states in Osariani "I will look into this fire and discern what I can, I am not an expert but I shall try. The sooner we have this solved the sooner we can reach our destination."

OOC: at work, more to follow


Male Human (Chelaxian) Rogue 1

To Chance:
If the character interpreted it as a command, then fine.

If the player did, that was not the intent.

Gregory knows the best source of water for such things is usually magical and he's trying to solve the situation as quickly as possible. Gregory "suggested" the use of the spells and a way he felt would best extinguish the blaze.

Just to ensure no miscommunications


Male Human (Chelaxian) Rogue 1

I am assuming Garavel did not answer my questions. I wish to ensure it was not skipped over.


Male Human (Chelaxian) Rogue 1

If Chance responds to the query, Gregory will suggest using 3 spells of water, if he is able; one on each end covering a full circle around the wagon and lastly one directly over top.

If Chance doesn't respond, Gregory will shrug and move to remove the covering via his ranseur then assist with passing water and looking around for signs of trouble.


Male Human (Chelaxian) Rogue 1

That is my point, she is a princess, Gregory is withholding judgement until we are clear of these distractions. Then well see if she spoiled or not.


Male Human (Chelaxian) Rogue 1

If Almah acts like this all the time, there may be issue. Gregory is all for the team but respect is earned and integral, Almah hasn't earned anything yet.

Also, Gregory isn't a blind follower, he will evaluate the situation and go from there. As to the current scenario, there appears to be no one in immediate danger and it's just a wagon as far as he knows. It'll slow things down but nothing that will harm others, ideally.


Male Human (Chelaxian) Rogue 1

Gregory smirks and makes a face at the "order" of Almah and would look annoyed. He looks for the water bags of the caravan, intent on using them to douse it quicker if necessary.

Also, after clearing his throat, "Does anyone have water magics we can use to extinguish the fire?"
If Gregory has witnessed the half orc Create Water, he would instead ask "Would you be willing to lend your aid?"

More to follow, at work. This is Gregory's immediate reaction to someone barking orders at him. He was going to help anyway, no immediate danger to life so no problem.


Male Human (Chelaxian) Rogue 1

Clad in all black except for the upper half of his head (as avatar pic), Gregory appears to be none the worse for ware despite the elements. Gregory has been staying toward the back of the caravan, observing all those involved, attempting to discern their purposes. As such, he has spoken little to the other travelers.

As the caravan nears the so called "Sultan's Claw," the mockery of seemingly lifeless branches, Gregory dismounts the camel with ease and scans the distance. Seeing only the haze near the mountains edge, Gregory knows that the trek has more to go and is slightly agitated at the delay.

Gregory mutters under his breath in Infernal "Khafira may have some use for these areas."

Gregory stands 6 feet tall with a now sandy brown cloak, an elegant black ponytail, about 180 pounds and athletically built. His black eyes often leave the viewer wondering what is hidden within.
He has the posture and aura of someone who is fully confident in his abilities but doesn't speak of them. Upon his back while mounted is a ranseur, lustrous and black, tied securely but with a quick release for instant access along with a light crossbow off to one side. While he walks, the ranseur is used as a "walking stick." If one looks carefully, there can be seen an assortment of daggers arrayed in various places.

Gregory will walk to the head of the caravan, near Garavel, and asks in Osariani "When do we expect to arrive at our destination?" and whispers " and what townships might we encounter along the way?"

Gregory slides a tube made for his waterskin under his mask and drinks for a bit while waiting for Garavel's response, if any. If no response, Gregory will stand next to the camel on which he was riding and keep an eye on the "claw" and anything suspicious in front or rear.


Male Human (Chelaxian) Rogue 1

I am here, checking in now.

"Lets see what we can do"


To DM:

Spoiler:

Gregory:
Your Dustwalker comrades around you nod in agreement, a firm look of resolution on each and every face. One steps forward and clasps your shoulder. "And they shall, my brother. If you do not return, your enemies will know of our terrible wrath."

Spoiler:
Gregory looks over to the one with a hand on his shoulder and nods, noting the face and description (if it's someone he knows). Gregory departs, along with the poison he picked out (paralyzing or unconsciousness, decide when I check prices) and moves to the meeting place of the caravan.


Spoiler:
Gregory will be in the Nightstalls looking for one last item (poison) prior to leaving for the caravan and will tell those that he knows of his trip to Kelmarane.

As he is leaving for the caravan Gregory states: "If anything should happen to me, I would request that the proper retribution is wrought upon those responsible."


To DM:

Spoiler:
For character purposes, I'm changing the martial wpn proficiency from scimitar to ranseur, a little less useful but it fits with the background. Also request clarification as to the race trait, nothing specifies Cheliax so should I choose one or what? I already stated my choices if such was the case.


Updated the issues.

Spoiler:
Last thing to decide on is the campaign trait, the little keepsake. My idea is the following-
Keepsake: Unimposing ring with design of Cheliax flag, ruby and onyx used, worth 350 gp (pg 68, Pathfinder Chronicles: Campaign Setting).
Ring construction is that of hardened silver, hair thin on bottom (so as not to be seen if hidden) but strong as steel
If gloves ever removed, the ring would be moved upside down.


Barring any other issues, except for the campaign trait one,
Gregory is ready!

"Let's see what we can do"



A couple weeks ago I got enamored with the concept of a Dandy Goblin. I'm talking full on charismatic, smooth, suave (and maybe a bit sexy *wink*) goblin. Thing is I usually start building PCs with stronger mechanical concepts, planning them out many levels in advance, so I'm kinda unsure what to do next. I'm also not sure about goblin lore and names in general.

I'm thinking about going Scoundrel Rogue for the skill feats and charisma boost, but I'm open to other ideas.

So any fun builds that will fit this description? Funny names/backstories?


I’ve seen true strike brought up in several threads by now, so I thought it should have a dedicated thread.

To summarize, here’s the story with true strike as I see it:
- True strike is an extremely good spell essential for caster hit chances, and is at the base of most pre-magus gish builds
- The magus has no in-built support for true strike due to low spell slots
- True strike synergises well with spell strike crit fishing (2 round routine: cast into weapon, stride, true strike, strike)

As things currently stand the concern is that we’ll see almost all Magi either taking caster MCDs or using shifting divine staff shenanigans, cutting on build variability. On the other hand, giving Magi additional access to true strike might be too strong (not to mention that it might go against paizo’s plans with these new half casters).

So what do you guys think? How can this issue be avoided? Is it even a problem?

My opinion is that it’s a bit weird and anti-thematic that THE gish doesn’t get the gishiest spell. I think they should get good access to it, but make it mostly exclusive to spell strike in some way.


In my opinion (which you should feel free to disagree with) there are two parts to a satisfying Magus class:

- Being able to go nova
- Having loads of utility

With these two points Magus play has them doing less damage on a regular round than the other martials while staying relevant thanks to their utility (things like mobility with jump, getting at least one strike in with true strike, tanking with mirror image etc.), and they can really bring the hurt when needed by going nova.

What governs going nova is of course Spell Strike and the small number of high level spells. What about the utility?

One option is to change the way they get slots, but that can cause too many (albeit smaller) nova resources, not to mention that such a slot structure may not fit other "half caster" plans.

My suggestion is not to look to the wizard with their many slots, but to the cleric with their many heals - the Combat Font. The Combat Font is a number of additional slots equal to 1+Int which are reserved to utility spells. These slots can be used to cast a small number of utility spells determined either by some subclass structure or by nonexclusive class feat trees.

For example a "movement Magus" might get Jump at level 1, Spider Climb at 3, nothing at 5 (because of heightened), Fly at 7 etc.

A "defense Magus" might get Mage Armor, Mirror Image, Spell Immunity and so forth.

A "polymorph Magus" can get the shape spells.

True Strike should probably be on its own tree, since it's so good for a martial.

I think this kind of approach can give the Magus a more magical feel while keeping it out of other casters' niches. It also has the added benefit of keeping Int relevant if they remove the spell attack from Spell Strike.


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I think by this point it's evident that Striking Spell is lackluster, but I didn't see any in depth calculations. I had some time on my hands so I cracked open a spreadsheet, and set out to answer the question: How does spell strike with a damaging attack spell compare to other 3-action combinations?

In short? Badly. In fact, out of all the options I checked, spell strike never improves round damage by more than 5%.

In the linked spreadsheet I calculated the ratio between damage dealt with striking spell and the best of the other three action options the magus has:

  • -Strike then spell
  • -Spell then strike
  • -Strike three times

As parameters I took the chance to hit with a weapon attack (0.3-0.7), difference in hit chance between spells and weapons (0-0.25), and ratio between damage of spell on a success and damage of weapon success (0.5-5). The calculations don't take into account anything else.

Of the 2,484 options I calculated Striking Spell improved damage in only 39 cases, all in the 65%-70% weapon hit range

I've got to say, this is extremely disappointing. Not only is this ability just plain bad, it was an easily avoidable problem; it only took a couple of hours to do this calculation.

I know the team likes to low ball playtest abilities , but this is just sad.


So with the 1.6 Paladin we were given conformation of non-LG Paladins, and what those look like. I have some thoughts and opinions I'd like to share.

First of all, I am really happy the alignment has been opened up, and I am especially excited at the prospect of more then 9 Paladins, since more can be created with the same alignments but different value systems, or even independent of alignment.

What I dislike is that it seems that all of the Paladins will have a reaction as their main class feature; just within the domain of LG I want a sword of Right and Justice, that gets basically smite evil instead. This seems overly restrictive, and dismisses many loved and cherished tropes for no reason.

What I suggest (besides opening up the above restriction) is to have class feats with alignment prerequisites (single element only). This will help both to differentiate the different the different Paladins and emphasize the common ground between some of them, all with lower page count than many feats with the various reactions as prerequisites.

What do you folk think?

All in all, great work done, and hopefully great work ahead!


This may have been answered before,but my search-fu was too weak.
What action does it take to end a totem transformation (from the various Druid shaman archetypes)? And does it take a different amount of time to change the specific power gained from it?


So one of the benefits of the feat are as follows:

Equipment Trick wrote:
Aura Mastery (Use Magic Device 1 rank): Once per day, you can choose a single school of magic represented by one of your wondrous items’ auras; you treat your caster level as 1 higher when casting a single spell of that school. You can make this choice at any time during the day, but you must choose the item (and school) before casting the spell.

Does this mean that you add the bonus once per day or that you choose the spell that gets the bonus one per day, and get the bonus to all castings?


So the Ultimate Equipment errata just happened, and I was wondering if there is some list of all the things changed, or do I need to go through the updated version and compare everything to the last one. Any help?


Mystic Bolts wrote:
A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.

So, stupid question, but does this mean the damage is 1d6+(lvl/4) or (1d6+1)*(1+lvl/4)?


5 people marked this as FAQ candidate. 3 people marked this as a favorite.

First of all, this post is for natural weapons, not unarmed strikes. There are several discussions about unarmed strikes, and this is not one of them, so please steer clear of them.

Let's say I have two claw attacks, Power Attack, Feral Combat Training (claws) and Dragon Style. Does my first claw attack benefit from -1\+3 PA? What if I have Dragon Ferocity? Do I then get -1\+3 to both attacks?
It's my opinion that the answer is yes to all, but I am biased, and I can see it argued that the claws aren't really 1.5 STR weapons, even if they do get 1.5 STR to damage.


So I've been working on a Bloodrager* (*with a lot of multiclassing) build for a while for PFS, and thought I should show it around for impressions/opinions/advice before finally making him. In the feat section * means the feat can easily and willingly be changed.
So here is Mel :

Level 10 Human
Bloodrager [Abyssal,Spelleater] 2\ Monk [MoMS] 1\Bloodrager 2\Fighter [Mutation Warrior] 5

Traits: Magical Knack, Indomitable Faith
STR 26 (20 buy, 2 lvl, 4 item)
DEX 10
CON 14
INT 7
WIS 10
CHA 12

Feats:

1. Power Attack
1H. Weapon Focus (claws)
3M. IUS, SF, Dragon Style
3. Feral Combat Training
5. Dragon Ferocity
6F. Arcane Strike*
7F. Riving Strike*
7. Iron Will*
9F. Martial Versatility (feral combat training)
9. Toughness *

Items 68,000 gp, 4 pp
+1 Full Plate
+1 Furious Amulet of Mighty Fists
Belt of Giant Strength +4
Ring of Rat Fangs
Helm of the Mammoth Lord
Cloak of Resistance +1
Blood Reservoir of Physical Prowess
Gloves of Dueling
MW Shurikens galor
Wand of CLW
Wand of Shield

Rundown:
[] in rage, {} rage and mutagen

Init 0
Speed 40

HP 97 [117]
AC: 20 [17]{19}, touch 10 [7], +4 from Wand of Shield
Fort 13 [15], Ref 5 [4], Will 7 [9]
[Fast Healing 1]

Reach 5 [10]
Attacks in a full attack with PA, Arcane Strike and rage, which enlarges Mel
(note that martial versatility applies Dragon Style tree to all attacks)
Us +22 (1d8+36(2*STR+3AoMF+6PA+2AS+3WT-GoD)) avg 40.5
Us +17 (1d8+30(1.5*STR+3AoMF+6PA+2AS++3WT-GoD)) avg 34.5
Claws +18\+18 (1d8+25) avg 29.5
Bite +17 (1d6+25) avg 28.5
Gore +17 (1d8+25) avg 29.5
Total 191
Against AC 27 - 125 DPR

With Mutagen:
US +24 (1d8+40)\ +19 (1d8+33)
Claws +20\+20 (1d8+27)
Bite +19 (1d6+27)
Gore +19 (1d8+27)
Total 206
Against AC 27 - 155 DPR
A casting of Chill Touch ups this base to 171 for one turn
A use of Blood Reservoir of Physical Prowess ups this base to 239 for one turn

Ranged: Flurry with Shurikens in rage with mutagen
Shuriken 7\7\2 (1d2+15)

So the build is simple in essence- lots of attacks, lots of strength to those attacks. The AC could be better, but money is tight and if I have extra I'd probably get longarm bracers for super reach.

irrelevant because Ascetic Style isn't PFS legal:
The combination of AscS and MV apply all feats and effects the affect US to all weapons in the natural and and monk weapon training groups, which gets brawling to my natural attacks and causes the ridicules situation with the shurikens.
The main problem with the build (except for being pretty cheesy, I admit) is the very low AC. This is partly mitigated by the wand of shield, but if caught off-guard without it and the mutagen, the situation is bad. I can up it by 2 if I buy Elven Chain (an extra 5K), and another +2 from a ring of protection (2K) and upping the enhancement bonus (5K), but that is spending money I don't have, and removing any of the gp bought items in the list lowers my DPR by 30, and since I kill most things in round, I'm not sure it's worth it.
I can just give up on the brawling and get heavy armor, in which case I can also give up Ascetic Style and retraining, which opens some feats, a style, prestige and means I don't need to buy weapons masters and ultimate campaign, but lowers by my DPR by 30, removes the shuriken fun and means I get no big damage boost for lvl 9.
Another option is to still ignore AC, but go Unbreakable Fighter as well, and get fast healer to tack on my fast healing 1, which raises it to fast healing 3 and opens options like stalwart and another 13K, but lowers my DPR by 40.

I am mostly looking for ideas for the * feat slots. I was thinking maybe boar style tree, since it adds some damage, bleed and shaken (which can make stunning fist not useless) but I'm not sure.
So advice, criticism and opinions welcome. Oh, and I don't really know what is high DPR at what level, so some commentary on where I stand will be welcome.


So I'm working on a kickass damage dealer for PFS that
I'm real happy with. Problem is, his AC is abysmal, and he's a bloodrager, so it only gets worse when he rages. I've only done the calculations for level 10, but at that level my AC is going to be a horrible 15/13 when raging. Now I could shell out 12K to up that to 19/17, but it'll hurt my DPR quite a bit, and I'm just not sure it's worth it.
So tl;dr- how low should your AC be (and at what level) to just not care anymore?


So I have a natural weapon bloodrager, whose build I planned out (mostly) up to level 10. In my planning I noticed that I am extremely low on money, with the main culprit being the +3 amulet of mighty fists, which costs a staggering 20000gp more the the +2. Now, the +1 to attack and damage isn't worth the high price, but it does grant my attacks the ability to bypass cold iron and silver DR. So the question arises, is bypassing the DR worth the cost? How much does cold iron and silver DR come up?

TL;DR- How common and how high are DR/cold iron and DR/silver in PFS games?


So I have a level 2 PFS transmutation (enhancement) wizard. I have only played a mid-high level home game before, and the change to low levels and PFS have left me with some questions.

First of all, I am debating the effectiveness of my Augment school ability. In practice, it means I give an ally a +1 to attack rolls and damage rolls for 1 round as a standard action. Is it worth it, or should I only use it once I ran out of spells?

Secondly, I was always a bit underwhelmed with the wizard feat choices, and now that I can't take crafting feats, I find myself struggling to chose enough of them. Which would you recommend?
On a related note, what do you guys think of Combat Advice? I was thinking that giving me something to do with my move actions would be great, and I have the book, but I don't have a lot of in play experience and I'm not sure how it measures to some more standard feats, like spell penetration etc.


So I've heard that the Elemental Annihilator is damage focused, but I just don't see how it does more damage then the regular Kineticist. Since I've seen no one else ask this question, it seems I'm missing something obvious here. Could someone go through the EA damage calculations so I can see what it is I missed?


So I'm building a PFS wizard, and we didn't really pay attention to non magical equipment in my regular group, so I'm pretty lost. I'm playing a wizard with a bonded object, and I only have the Advanced Players Guide. What should I get? What are the standards?


I've been playing in PF for a while now, and found out on very short notice that there is a PFS game near me. So, with very little time I'm trying to make a first level enhancement wizard to play. Now, I know the rules well, but I only made a 9th level character before in a very unorthodox table, and obviously not PFS. So, I need help with rushing this on paper, especially with spells, equipment and encumbrance (that were mostly ignored in my group), and PFS stuff.
I've been thinking of this build
human wizard(enhancement transmuter, opposed divination and enchantment)
str 7+1(transmuter)
dex 14
con 14
int 18+2(human)
wis 11
cha 7

traits: (can I choose any without buying ultimate campaign first?)
reactionary
?
As for the feats, I need to choose spells first in order to make my mind. I don't have much time, and don't own any books yet, so options that can be chosen without owning a book are preferred (same with spells), and if it's from an additional resource please say which one in case I have the time to buy it.


Does anybody have any idea what would happen if a wizard with multimorph cast PAO on himself? Seems to me that they would basically have a permanent pick and choose greater polymorph, but PAO is such a bundle of confusion that I'm not really sure about anything. Ideas?


Knowledge is Power:

Benefit(s) Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

I'm not completely sure what rules this bonus is applicable for. Obviously if I make a bull rush attempt it does, but what about hydraulic torrent or other spells and effects that explicitly say what you CMB is?
Hydraulic Torrent:

Make a combat maneuver check and apply its results to each creature within the area. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. This bull rush does not provoke an attack of opportunity.

What about toppling spell, that says "...make a trip check against the target,using your caster level plus your casting ability score bonus "?


The rules say you can make a trip attempttac instead of an attack. The trip attempt uses your CMB, so absurdly replacing a +17 first attack with trip and a +2 fourth attack would use the same bonus to the trip attempt.
Am I missing a line or a ruling, or are the rules really as so? Seems a bit broken to me (not that fighters have that much love from the rules).


As the title. The pfsrd has only four tattoo, and I understood there are more. I'd also like to know what books they are from.


So I came across the guided weapon property and got really excited, but was confused at the lack of the sound of monk enthusiasts' heads exploding. I'm guessing this is because of the source of the property, which seemed weird to me since it is paizo material.
So, what I'm asking for is an organized classification of the different types of sources. Which are for simple games, which are for the advanced, which aren't used for some reason (when and why) etc.


I'm thinking about starting a cleric, but since I have no experience playing one I need a little help. I looked for some guides, but they were all either old (CRB and APG) or extremely incomplete (if you know of a good one I'd like to see it).
So, I'd like some advice. what kinds of ability scores do you use, what are some good domains and such. Also, are the variant channeling a thing that can be used every game like archetypes, or are they variant rules that completely change the game?


I think I understand how the pricing works, but I'm not sure.
If I have a +1 flaming glamered weapon it would cost 8000(for the +2 bonus) plus 4000 for the glamered effect, to a total of 12000gp from what I understood.

Also, the set price bonuses don't count against you bonus restrictions, so you can have a +5 vorpal dueling weapon (that will cost 214000gp).


The title pretty much says it all. Can you use the retrieve item spell to retrieve an item from an extra-dimensional space? If you can, what type of action is it?


Can you hide the presence of ioun stones by using disguise self?


1 person marked this as a favorite.

Let's say a duelist with two-weapon fighting forgoes his off hand attack to parry, and then ripostes, do any of his attacks get the -2/-4 penalty for two-weapon fighting? I think that he doesn't because of the answer to

this FAQ::

Two-Weapon Fighting: If you use this on your turn to attack with two weapons, do you also take that penalty on attacks of opportunity made before the start of your next turn?

No. The penalties end as soon as you have completed the full-attack action that allowed you to attack with both weapons. Any attacks of opportunity you make are at your normal attack bonus.
Generally speaking, penalties on attacks made during your turn do not carry over to attacks of opportunity unless they specifically state otherwise (such as the penalty from using Power Attack or Combat Expertise).

and

this FAQ::

Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty?

Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."

In other words, you make a one-handed full attack, so no penalty, and then you make an AoO, so no penalty.

And on a related note, did the question on whether or not the precise damage applies in the aforementioned situation get resolved?


I wanted to hear some opinions on this discovery, but found no posts on it, so here it is.

Idealize:
When a transmutation spell you cast grants an enhancement bonus to an ability score, that bonus increases by 2. At 20th level, the bonus increases by 4.

First question, does anybody know of any spell except bull's strength. eagle's splendor etc and their mass counterparts that is affected by this discovery?

Secondly, what do you think about this discovery? Have any useful ideas for it? The only one I came up with is a (preferably 20th level) commander that can really benefit from giving a whole bunch of allies a plus 6/8 to an ability score with a mass spell.


If I find a magic item, I can sell it for half price. What about crafting a magic item? Do I sell it for half price or full? If I sell it for full price, when does it turn after a half price sell? After I wear it? Never?


I want to add some abilities to my level ten wizard with some permanency spells, and wanted to add to my caster level while casting to avoid being dispelled. So, I need a list. Spells, consumable items and permanent items are all good for this cause, as long as it can be used by or on a wizard.


I want to make an item that allows my wizard to prepare another spell each day. The item crafting table says it should cost the spell level squared times 1000, but that's what a pearl of power costs, which does something less powerful. This implies that my custom item should cost more than a pearl of power. Thought?


*First thread on the site! Huzzah!*
While looking for equipment I noticed the arrowmaster's bracers and their 1/day hit for one of my lvl 10 wizard's ranged touch attacks, which is great. Thing is, I don't need the rest of the item. I already have a deflection bonus, and don't mind the casting protection from arrows every day.
So, I started deconstructing the cost to try to see how much just the truestrike, or an additional use of it, would cost. Sadly, none of the effects follow the formula: (two of the effect should cost *1.5, one I now what costs the most)
The DR would have cost 12000 if they were 10/magic, but they're 5/magic.
The deflection bonus should have been 2000, but it's only against ranged attacks.
As for the true strike, my best guess is that it's a quickened trustrike, with the cost of a command word/5 for one charge per day. This ends up as 5*9*2000/5=18000

I'm lost. Any ideas?

arrowmaster's bracers:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/arrow master-s-bracers