Rolth

The Pox's page

87 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


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Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Both of you are correct. I believe the intent of the orders from the church was to ensure we got out safely.

Coordinating with the merchant leaders before approaching the Cormyrians to be sure all are on the same page with the NPCs we are traveling with, before we make any moves to cooperate with the Cormyrians can be part and parcel to getting out safely. We do indeed need to make sure we "ingratiate ourselves" but can't do that if one of the NPCs in our caravan suddenly acts in opposition what the party is trying to achieve.

All goals are the same here.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox neither cares about Cormyrian politics nor to whom Tilverton belongs. All he wants is to survive this bizarre adventure he has been conscripted into intact. And yet at the same time, he feels a pang of disappointment that the opportunity for destruction seems to be delayed.

He awaits orders from Vorik and/or the merchant leaders of the caravan for what to do next. He has tried to ensure the wagons are in the best condition possible for departure.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Uh... I think almost everyone who posted except Pox said they started off in their room in the inn. Except maybe Mawj, but his starting point was unclear. Some folks headed for the caravan upon waking, bit you could go with them if you wanted (or not).

Pox specifically volunteered to sleep with the caravan during the previous inn conversation. I'm not sure if anyone else did.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox replies to the impatient dragonkin. "Or perhaps the priest simply did not care. Or did not want us to know whom he wanted his god to be with. After all, it may not have been with us."

The Year of the Prince 1357 DR - 26th day of Flamerule

Pox had volunteered to sleep with the caravan that night, and had already stored his goods in the quartermaster's wagon. He awakened to the sound of the trumpets. He presumed that likely they would want to try to escape before the city was seized--although he also knew not to presume what his erratic traveling companions might decide to do. He sent a runner to Vorik to let him know he could get the wagons ready to move shortly if he wanted.

While circling around to doubly be sure the wagons were ready, he looked out into the city, as trumpets blared and shouts began to grow louder. The silhouette of the city rose against the pre-dawn sky. How lovely would it be with some of the buildings in flames.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

<rules nerd>Actually... kitsune change shape works as alter self with its various specific exceptions. The ability itself says it works indefinitely, and there is nothing in polymorph descriptions that say that the transmuted individual reverts to their natural form when falling unconscious--ergo, a polymorph spell lasts until its duration ends, and kitsune change shape has no end to its duration, so he should retain his shapechanged form even when unconscious. Reverting to true form I believe is a feature specific to wild shape (where it also involves healing). </rules nerd>


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

You've gone from shaving to looting him. I think that's enough. ;p


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Couldn't post last night (as in the board wouldn't let me). Let's try again...

Happy New Year!


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

How will we know these agents?


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

I was gonna suggest how do we recognize the other agents?

The other thing I can think of is asking about Kelemvor, Cyric, and Adon. I might know who they are but Pox doesn't, but he notices how they keep getting involved with us.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

I'm about to go off for the holidays for several days. May check in with my phone but not sure so giving a heads up to all. Will check back in no later than Dec 29, probably before.

Merry Christmas to those who celebrate, and wishes of happiness and health to all.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"Priestess Joy in Phlan's Sunite temple was always kind to those of us in the orphanage." Pox observes quietly. He smiles wryly. "Even though perhaps kindness to the likes of me might be against her religion. Such treatment is not forgotten." He trails off, any further thoughts going unsaid... or moving toward the other matter at hand.

Arabel... what a convenient coincidence... He wondered how the three learned of the group's ultimate destination, and why such a... colorful... group seemed so desperate to tag along with their little caravan. Harpers? he wondered.

"I don't know if we need more guards," Pox says, even though he is well aware they lost several on the way here. "Musicians, perhaps?" He smirks. Bluff, innuendo to the party to suggest his suspicions: 1d20 + 3 ⇒ (14) + 3 = 17

"Though indeed it is up to Master Vorik."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"Or was that a fine pair of bottles and one lady? Or perhaps three bottles?" Pox teases.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"If 'family' get so riled over such trivial and common things, I am glad I am an orphan. But you are right, it is none of my concern."

Pox drops another bit of bread into his basket.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox raises an eyebrow. "Is one a 'whore' if one is a grown adult engaging only once in the so-called pleasures of the flesh? Particularly if the interaction is blessed by a god?" Pox shrugs. "I admit I never understand such things anyway. It seems a great deal of fuss over nothing."

He stretches. "I do not care where I sleep. I'll stay with the caravan tonight--I should be sure all the wagons are in prime shape for departure regardless of exactly when it may be."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox's Shopping:

Pox hesitates on selling the spyglass, but realizes he could buy a good deal of equipment that would both assist him with his normal work and his attempts at magical study.

He discusses with the merchant (and any appropriate compatriots of the merchant) at getting the following:

Traveler's Any-Tool (250 gp, 2 lb)
Masterwork Backpack (50 gp, 4 lbs)
Portable Alchemists' Lab (75 gp, 20 lbs)
Journal (10 gp, 1 lb)
Scrivener's Kit (2 gp, 1 lb)
Ink (8 gp)
Spell Component Pouch (5 gp)
2 potions cure light wounds
2 flasks of acid
Wheelbarrow/small wheeled cart (5 gp There's nothing like this listed in equipment lists I could find. Basically I want a little wheeled cart for his portable alchemist's lab)

If all were available, if he sold the spyglass and bought these items, he'd have 32 gp remaining from the sale as cash,

If he can buy these things, he'll also sell his normal backpack for 1 gp.

If these items are NOT available, he will hold onto the spyglass for now.

In the evening

Pox devours his food as one who grew up in an orphanage would: quickly, as if to prevent anyone from taking it from him before he finished. He sips his ale more slowly, and does put some bread and cheese in his basket where he keeps Longtooth.

He nods at Mawj. "Oh my. I hope we are able to move on before they arrive." He pauses. "I have heard there are monsters in the ruins nearby. Were we stuck, perhaps we could fool some of the soldiers into going there."

He goes silent when the guards storm in, and shrinks a little--but speaks when the others start speculating as to whom the guards are chasing. "I don't know. It depends on how you define 'bastard.' Do they mean 'scoundrel' or 'illegitimate son'? Any of them might suit the description, depending."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

*nodnod* Can always grab the Ward hex or some protective spells to be less glass cannony.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

When released, Pox wanders the town a bit at first. He hadn't traveled at all until this journey and was intrigued to see a new place--with its new architecture, and its new decay and corruption. He may get his spyglass appraised if he finds a suitable business to assist him.

He also asks questions about the ruins beyond the city--namely, what are they and are they safe to visit?

Diplomacy - gather information: 1d20 + 2 ⇒ (9) + 2 = 11

If he learns they are safe to approach, he'll explore them until evening and rejoin for the celebratory dinner.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1
Dorn Xizurth wrote:


@Suni
Well the unchained rogue saves you feats if your a dex melee type and their injury power on top of sneak attack is no joke. But Investigators are rogue and alchemist hybrids so if you can't pick that's a good way to go too. They get a lot of stuff from both classes. It's easier to list what they don't get really. Throw in their talents and they can cover even more accessing rogue talents and alchemist discoveries as well.(snip)

Vivisectionist are a mixed bag. You trade bombs for sneak attack and pretty much get the ability to make animals into humanoid shape later on. But personally bombs are the whole point to alchemist for me. Giving it up makes an investigator a better choice most of the time as I see it.

Alchemists with their mutagens and whatnot can be very flexible, whether bombs or sneak attack. I'd say it'd be a good concept for Suni, anyway. Investigators are super interesting but as someone else noted it takes awhile before they really come into their own--I think alchemists are a little more durable and a little more easy to focus.

Quote:


@Pox
What type of witch? Got a patron in mind yet?

Vanilla witch, no archetype. While in concept name only I'd go with "plague," all of the bonus spells are necromantic spells (nothing to do with disease), and I don't want to play a necromancer, so that's out. So this is what I'm looking at instead:

Shadow: Pox is trying to expand his power from his innate darkness SLA so this would be appropriate, and the shadow conjuration/evocation spells offer some flexibility (even if circumstantially).

Endurance: Speaks to the juxtaposition of his ill-appearance with his actual fair health and determination to survive. The bonus spells are useful buffs. While I'm thinking otherwise debuff focus, also having buffs never hurts.

Portents: Ties into his "omen" trait, and the idea he is following a path to destiny. Bonus spells are mostly useful divinations.

Time: The theme ties into his obsession with endings and beginnings. A very useful set of bonus spells of a variety of spell types, and while it'd be a million years before we got there, the ending bonus spell being time stop doesn't hurt.

I'm probably leaning hardest toward "Time" but the others I'm still thinking on.

I'm thinking a debuff hex-based witch to at least some extent (e.g., blight, evil eye). He's got craft alchemy so I may also do some stuff with Cauldron (something I need to remember to bring into play; right now I expect he uses the skill to make things like treatments for wood and stone rather than anything terribly exotic). I normally DON'T do a lot of debuff builds so this'd be new for me, but I think it'd suit the party and the character. Probably also go for some item creation (hence starting off with craftsman).


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

I'm going witch.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox nods at Mawj's philosophy, and leaves his whittling knife and a couple other carving tools my him. He himself turns to pulling out some non-sharp implements to clean them, and to fix a handle on a hammer.

"'Pox' is my nickname. No one at home ever bothered to call me by my real name." He pauses. "I'm not even sure many people knew it. Everyone always called me 'the Pox of Phlan' or just 'Pox.'" He shrugs. "Never liked my looks, I guess." He smiles with crooked teeth. "I don't mind."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

At some point, seeing Mawj do a good deal of sharpening, Pox approaches him. "While you're at it--Mawj, isn't it? I've worn down some of my cutting and whittling tools keeping the wagons maintained. I don't suppose you'd mind working on sharpening them, would you? Given the mood of the caravan masters I'd rather ensure everything is in tiptop condition."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

No wonder Suni can't sleep, atropine is a stimulant. :)

Pox awakens in the morning and grabs some bread for himself and Longtooth for breakfast. Although he's open for conversation with anyone should they approach him, he fears tensions still run high and isn't keen to provoke anyone into a discussion they don't want to have.

Otherwise he sticks to his caravan duties: checking the carts and ensuring they are fit for travel so the caravan can safely depart. He takes his time to ensure every screw is tightened, every axle secure.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"He... patted him on the shoulder, did he not? Pox whispers to his rat, utterly perplexed. The rest of his thoughts are silent. He must be from a strange culture, to have taken offense at that. Good gods, is this all stemming from a misunderstanding? I suppose this is what happens when you serve the temple of the god of strife.

Since Silver Suni did not see him wave to him (or ignored him), Pox gets up and goes over to Suni and Vladislak and says quietly, if they acknowledge him: "We should be sure the camp is secure, with all this fuss going on."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Besides the cleric healing Vorik (isn't his name Adon, not Aldon?), do the newcomers react in any other way?


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Defending player agency protects all players. So I can't just say, "I take your divine focus and destroy it." Etc. etc. Etc. Mocking that is telling me you don't give a shit about protecting both your rights as a player as well as mine. I am not okay with that.

I think common sense prevails in determining what is and isn't godmoding. If you really can't tell the difference, really can't figure out what is and isn't respectful play or good sportsmanship, that poses a massive potential problem for future play. Our characters can be disrespectful asses, but none of us should be.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

On a completely different subject, who's Tanisha?

RPG Superstar 2015 Top 8

Vorik Kessler wrote:

Uhh, I was saying Dorn was calling Vorik stuck up.

And I'm not so upset about the dog attacking me, as am I everybody out of game basically accusing me of trying to commit pvp, which was absolutely not the case.

We were in the midst of a heated exchange, Dorn jabbed me in the shoulder and I backhanded him.

Maybe I am just too used to more RP centric games, where such an action would not have been seen as combat/dice roll worthy.

Vorik, I read Dorn's post to you as largely friendly, as "don't worry about what happened, we're good." I missed the shoulder-clap the first time, but rereading the post there is I can't see anything aggressive about it in the context of the post, which was to reassure Vorik, not denigrate or harm him (at least as I read it; I could well have missed something). The description of the action could have been more careful and clear ("Dorn tries to give Vorik a friendly backslap") but that only reexemplifies why it's important to step back and err on the side of caution. Regardless, answering a perceived wrong with another wrong doesn't justify the action.

Moreover, sounds like there's a strong issue of misinterpretation here. Doesn't hurt to clarify before acting sometimes.

Finally, one more time: you don't get to take over someone else's character, no matter if in a minor way, for "flavor reasons." Not okay. Never is. There would be NO ISSUE on the agency front if you had said, "Vorik raises his hand and attempts to backhand Dorn." That has ALL the roleplay and flavor you wanted, without stepping on another player's toes. Do you understand the difference?

I know I'm an observer in this and I'll say nothing else on the issue. Player agency is important to me so I find it important to speak up.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Thank you for making that clear, DM.

All this said, I hope Vorik survives. But the events as they've transpired make sense to me.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Cringing at the suddenly violent turn of events, Pox stays by the fire. His job was to fix wagon wheels, not protect anyone.

He looks over to see how the newcomers, Kelemvor, Cyric, and Adon react.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16

He also spots Silver Suni by his horse and waves him over.

Pox may intervene at some point depending on how ugly it gets, though he only has one trick to use, but for now he's staying out of it.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1
Ja'far Mahavira wrote:

I mean if it's not an actual attack, it's not like Vorik was trying to actually attack and damage Dorn. Maybe then I think there would be an issue.

As I see it, it's just him making a point, an action for extra flair.

To reiterate my main point:

Attempts at any form of physical contact (and for that matter, psychic contact) should be expressed as attempts, not be presumed to succeed.

This is about respecting player agency, period.

You can establish "flair" or flavor without crossing the line to effectively taking over another player's character. This line has to be hard or else it becomes a slippery slope toward more invasive interactions between players that can quickly be problematic. I have seen people go down that slope and it gets UGLY. (What if you post "I slap you" and then you post "well I slap you back" and it goes on and on --where does that end? Who "wins" that fight?)

Being clear about "Attempt, do not assume" protects EVERY PLAYER.

It boggles me when people don't already consider it standard practice. This is across the board established standard gamer courtesy here. As the GM is well aware, I will not play in games where player agency is disregarded and personal boundaries crossed.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

I hate to bring this up as I wasn't involved in the exchange, but general play-by-post etiquette that I've learned is you don't presume success of attempts of contact against a player character. I.e., in the scene that just played out, it's not okay to assume Vorik automatically slaps Dorn. It's a form of godmoding--you essentially assume success and don't allow the other player to resist, dodge, or refuse the interaction. Dorn's player should have the right to say if he tried to dodge or not before success is assumed.

I'm a big proponent of player agency. Players should get 100% control of how they receive an interaction or it should involve a die roll attempt. This ensures everything's fair for everyone. So in this case, it would be either "Vorik tries to backhand Dorn" and Dorn can say if he's struck or not, or Vorik should have made an attack roll.

The same should go for most meaningful physical contact, whether violent or affectionate ("Bob offers a hug to Sally" not "Bob hugs Sally"). This allows for more roleplay and keeps player agency intact.

I recognize Dorn's player may not have minded what happened and can speak for himself, but in his shoes I would have been bothered and I don't want anyone doing that to me. I'd respectfully ask folks to pose those kind of interactions as attempts (possibly with die roll if appropriate), not presumed successes.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox mutters to the party members nearest him, preferably out of earshot of the merchants. "If they were as competent warriors as they claim, they'd have no need to beg for work from the first caravan they came across. I wonder if they are like the man who tried to join us at the beginning of this journey. You know, the one who tried to betray us, and died in the attempt. We may not be so lucky next time."

He knows however that he has no decision making power and does not press the issue now that he has let his opinion known. He goes back to his spot by the fire, his cloak jumping oddly as the tail within lashes in frustration. He resumes his whittling.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox puts his spyglass away and eyes the newcomers. He quietly addresses those in the party named the caravan leaders. "They are desperate men, in flight. Taking them in could provoke whomever they flee from--portals closed can open again--and that would endanger the caravan."

He was also certain the temple would not be inclined to be pleased with the group hiring any old riffraff hiding in the woods.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Seeing the activity at camp suddenly increase, Pox takes out his spyglass and uses it to see if he can better see what the fuss is about, pointing it in the direction most people are looking/moving.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

10-4 good buddies.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Sorry, I wasn't following well who was communicating to whom, nor was I even sure if we had rejoined together or not. (BTW, Dorn, you can just post "Pox was totally confused" as opposed to "someone" as it was obviously my post you were referencing. :) ) If I could delete my post I would, but sadly Paizo's board limitations disallow that.

I should also have warned the GM about a million years ago--I don't handle being in large parties well. I thought this group was originally going to be no more than 6 people and more than that I start getting confused as to who said what and who is whom (I keep confusing Vlad and Vorik for example). I'll try to do better, and if I can't keep up I'll pull out of the game so I don't ruin things for everyone else.

Suffice to say, my rat is spooked. Ignore everything else I said.

Until we rejoin, it might help if we post headers in our posts to note where we are (e.g., Vorik's party, etc.).


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Early in the journey, the Pox of Phlan watches the wizard who prepares to transport them with his every move, eager to pick up any whiff of how he may perform magic.

When not seeing to the caravan's repair needs on the road, he spends time on his own, within a wagon, trying bits and pieces of cantrips he has heard here and there, trying to see magic auras. Pox has yet to have much success. He watches Dorn, too, when the apprentice uses magic, but seems reluctant to ask for tutelage. He'd rather figure it out on his own for now.

The night they arrive at the Reaching woods, he sits near the campfire, whittling some replacement spokes for the wagon wheels for when they may become needed.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Longtooth's Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Pox notices nothing amiss, but does he perhaps notice Vorik whispering to his bodyguards, and Dorn in turn approaching some of the other guards?

Longtooth does spot something and its hackles raise and he skitters into Pox's basket.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox is a bit perplexed by how quickly he got recruited by accidentally showing up. Destiny is calling, or the gods are having a laugh. Either way, he found little reason not to go along. He'd never traveled... the supply train ride from Phlan didn't really count. He found himself intrigued by the possibility.

"May I take my leave to prepare for the journey? I need to get the cloak. I will return at whatever time you designate."

If Pox is dismissed, he goes to buy some traveling clothes, cloak included, and a small length of extra cloth that matches the cloak's interior. He seeks nothing particularly special apart from sturdiness. He then goes to the room he has been renting and sews in a large pocket on the cloak's interior that he could slide his tail into in case he needs to hide it.

I'll take 10 on the Craft check; I am presuming a result of 18 is adequate for the purposes, but if not let me know. I'm marking off 1 gp for the traveling clothes and 1 sp for the extra cloth.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox has a respect for most of the gods. The ones he probably prays to most are Gond (building), Talos (destruction), and Oghma (knowledge and inspiration, something he has a deep thirst for). Not terribly impressive for a young would-be tyrant, but you gotta start somewhere. And yeah, I know Oghma is an enemy of Cyric and Bane. I figure if that needs to change, he will respond to various events accordingly. He doesn't really talk about religion so will keep his thoughts on the gods to himself regardless.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"If I may," Pox says, "Based on significant personal experience, I'd note more half-human and other mix-blood races end up among the criminal element--whether they deserve to or not. Mister McBride could be a criminal working his sentence off doing service as a guard. While this implies servitude, believing someone has a criminal record tends to inspire fear and respect in others, and also causes people to ask no further questions. Since it is merely for pretense, it should also further do no harm."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

The Pox was going to cut off one of the dude's fingers and feed it to his rat, but after Dorn talking about how dangerous his dog was, he doesn't want to get his pet killed.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

What on earth has this fool Suni gotten me into? Pox thinks, as he creeps back from the center of the room, seeing the struggle for dominance displays before him.

On the other hand, another part of him reminds himself it is much his own curiosity that brought him here. He has a strong sense destiny brought him here for a reason, and inquisitiveness had so far been his aid, not his bane (no pun intended). Perhaps this strange group will be the key to his learning magic--once they got over the need to prove themselves. He will bide his time carefully.

He does dare asking one question aloud. "What is it we're supposed to do now?"


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"Intimidate to act friendly" is referencing the NPC attitude rules under Diplomacy (in the official PRD, links in that section go to the Diplomacy rules. PCs generally don't get assigned NPC attitudes. Ergo, since Intimidate references the Diplomacy rules,and the Diplomacy rules state "NPC only," it is reasonable to interpret the rules for Intimidate to apply to NPCs.

Moreover, alignment aside, PCs are to be considered friendly already (but people can have friendly disagreements). PCs still also have the autonomy say no.

Beyond that, while there may be no hard and fast rules for it, most tables I've played at consider using interaction skills on PCs to be bad form/poor sportsmanship (because it's a way of forcing control from a player). Therefore, I think indeed, the GM should weigh in before any conclusions are drawn.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1
Vladislak the Bastard wrote:
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.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

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. :)


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

"Much obliged," Pox says to Vlad. He picks up the spyglass, and tucks it into the closed basket hanging against his hip. He seems to mutter something to the basket as he does so.

If anyone is standing near him, what he mutters:

"Bite anyone who tries to take it, Longtooth. But stay in there. There is a nasty dog about."

He turns to looking at the corpse itself, kneeling down to look upon the slain spy. "A pretty death, a nice, clean cut. His bones are undamaged, and strong, I expect. They would make a nice lamp post. Or a coat rack. If he were a little taller, even a chair..."

He picks up the identification papers and reads them, out of curiosity.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

Pox's tail wraps around the spyglass as Vladislak also puts his hand upon it. "Excuse me, but I doubt you could appreciate the craftsmanship of such a device. You could also make better use, I expect, of some of the other things here. Let me have that, and I will help defend your claim to whatever else it is you want."


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

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.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

The ring might be a good item for whomever might be getting people through checkpoints, which looks like it'd probably be Suni.


Tiefling Craftsman 1 | hp 8 | Init +3, Perception +1 | AC 13/T 13/FF 10 | CMD 13 | Fort +2 Ref +4 Will +1

? The ring of mind shielding isn't marked with a +1.