
GM Niles |

Yeah, I posted what it was in the gameplay thread in a spoiler.
Fixing the town, use the downtime rules. You can convert GP to capital and use that to build/rebuild and generally do things around town.

Silas Hawkwinter |

Ah yes I missed it: "The Headband gives a +1 CL to all Illusion or Enchantment spells and +2 competence bonus to Bluff, Perform and Diplomacy. Value is 3500GP."
Pretty nice bonuses, however it's from the Gavel... If it was from somebody else I'd keep it. Lets use the cash to help the town.

Michael Stamford |

I think that for right now you should keep that headband, Silas. A +1 to DC for most of what you do is good. But I'll leave that decision up to you.
So long as we don't spend all that money from the axe on ourselves, we should have enough left over to buy quite a bit of labor and goods when you add in the gold bars.
So, here's my revised proposal on what to do with the loot -
Sell:
Snakeskins x3(210gp) - These get their full value when sold. Commodity item.
Shortsword x2(10gp)
Thieves Tools(15gp)
Longbow(37.5gp)
Longsword(7.5gp)
Hide Armor(med)(7.5gp)
Light Hammer, Silver(10.5gp)
Scroll of Spiritual Weapon(75gp)
Light Crossbow, Masterwork(167gp, 5sp)
Wand of Light(105gp)
Wand of Inflict Light Wounds(90gp)
Morningstar, Masterwork(154gp)
Holy Symbol, Silver (Uragthoa) x3(37.5gp)
Steel Shield, Light, Masterwork(79.5gp)
Pauldrons of the Serpent(1500gp)
Mithril Battle Axe(1503gp)
Total Profit: 4009gp, 5sp for the party bank.
Current Party Bank: 1436gp, 2sp
Total Party Bank After Sales: 5445gp, 7sp
I suggest that we use the party bank to buy the following, before splitting the funds:
Cold Iron Morningstar x4(64gp total)
Silver Longsword x5 (525gp total)
Wand of CLW (750gp)
Bank After Purchases: 4106gp, 7sp.
Per Person: 821gp, 3sp, 4cp
Donate:
Handaxe(6gp)
Leather Armor(med)(5gp)
Studded Leather Armor(med)(12gp, 5sp)
Light Crossbow x2(35gp)
7 Gold Bars(350gp)
Keep and Use, with assigned character:
Masterwork Chainmail - Michael
Adamantine Sickle - Hecktor
Varisian Headband - Silas
Gloves of Reconnaissance - Silas
Potion of Bull's Strength - Michael
Potion of Barkskin - Michael
Still Unassigned:
Masterwork Silver Dagger
Wolfsbane
Cap of Light
Quick Runner's Shirt
I've updated the loot list to remove the assigned items from the main list and put them in their individual character pages. The only items still listed in the main loot list are the items we're selling, donating, or that still need to be assigned. In doing that, I've noticed that Lucanor is particularly naked in terms of gear from all this.

Michael Stamford |

Oh, and if everyone could, please update your particular sheet on the loot list to include all of your gear, including simple stuff like rope, torches, etc. That way we can get a good idea of wealth distribution across everyone.

Gared the Ranger |

Gared will claim the Quick Runner's Shirt, I guess. It will provide some additional flexibility for him to be able to move around the battlefield.

Silas Hawkwinter |

It doesn't give +1DC, it gives +1CL.

Michael Stamford |

*brainfart*
You're right. So, better bypassing of spell resistance. Not as useful. So, use it as part of the donation while selling the axe to better equip ourselves for bypassing DR then? A little bit selfish, and not exactly what we'd discussed in-character, but we didn't exactly discuss the prospect of being given items either.

Silas Hawkwinter |

Sure, sounds fine by me. I don't think any of us were expecting the gavel to be so generous.

Michael Stamford |

If he finds out we sold the axe and the headband that's probably enough for us to get on his bad side.

Baldur Stoneshaper |

Before Baldur starts his journey to Falcons Hollow he will do the following.
Cast Call Animal to summon a Dire Boar.
With the GM's Permission a Dire Boar will come to me with the starting attitude of indifferent.
I will then use Wartrain Mount.
With the 3 hours I have I will take the animal somewhere that I can attempt to train it using handle Animal.
I will attempt to train my Dire Boar for Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.
Taking 10 I would succeed Handle animal is at +5.
Is that OK with you GM?
School enchantment (compulsion) [mind-affecting]; Level
druid 1, ranger 1
Casting Time 1 standard action
Component V, S, DF
Range see description
Effect one animal whose CR is equal or less than your caster level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance none
This spell calls the nearest wild animal of a particular type
you designate (provided the animal’s CR is equal to or less
than your caster level) to seek you out. The animal moves
toward you under its own power, so the time it takes to arrive
depends on how close an animal of the desired type is when
you cast the spell. If there is no animal of that type capable
of reaching you within the spell’s duration, you are aware of
this fact, but the spell is wasted. Knowledge of the local fauna
makes this spell more effective, and the GM may permit a
Knowledge (nature) skill check (DC 15) to know what animals
can be found in an area.
When the called animal arrives, it approaches to within 5
feet of you and remains nearby for the duration of the spell.
Its starting attitude is indifferent, modified by circumstances
and interaction. Other than starting attitude, this spell gives
you no special influence or ability to communicate with the
called animal, although you may use other spells or abilities
to do so.
Once the spell’s duration expires, the animal acts in
accordance with its attitude. Most animals will likely wander
off, but a hostile predatory animal may attack, especially if it
is hungry or provoked.
Domesticated animals or animals trained by someone else,
including such creatures as familiars or animal companions,
are unaffected by call animals.
School enchantment (compulsion) [mind-affecting]; Level
antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, ranger 1
Casting Time 1 minute
Components V, S, M (a swatch of black cloth)
Range close (25 ft. + 5 ft./2 levels)
Target one indifferent or friendly animal
Duration 1 hour/level
Saving Throw none; Spell Resistance yes
You instill the target animal with the combat training general
purpose (see the Handle Animal skill, Core Rulebook 98). This
supersedes the animal’s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous
trained purpose and known tricks.

Baldur Stoneshaper |

If the Dire Boar gets trained for Riding I would like to take 3 more weeks to attempt to train it for combat. DC 20.
Handle Animal: 1d20 + 5 ⇒ (15) + 5 = 20 That would be a success if approved.

GM Niles |

No.....here is why.
Call animal allows you to call a wild animal, handle animal doesn't really give DC's for domesticating an already full grown animal. Also,
From Prd
Whereas the boar is ill-tempered and generally unfriendly, the towering daeodon (known as the dire boar to most commoners and hunters) is legitimately hateful and violent. Although omnivorous like its smaller kin, the daeodon prefers to feed on flesh
Also, training an animal or domesticating an animal takes time, measured in weeks and months.

Baldur Stoneshaper |

That's cool I would have never thought to try this except it was in that guide that was linked.
By the way Dire boar and Dire bat are listed as trainable animals in that guide. Dire Bat so you can have a Flying mount at level 3!!!
Capturing your Animal
This has always been the problem with training animals in role-playing games. When you meet the animals that you want to capture and train they are usually attacking you, and you end up having to kill them, whilst setting out to trap them is too costly, dangerous and unpredictable for it to be worth the effort.
There are two recently added spells which make the difference between Animal Training being good in theory and good in practice.
The First of these is Call Animal (APG) Where previously you had to go out and find the animal and trap it, with this spell, all you need to be is within the same general area as the creature, cast the spell, and it will come to you........and it's attitude will be indifferent, so you won't have to be worried about it ripping your head off before you can snag it. This spell has no saving throw, so it's automatically successful if you have the creature in range.
The powerful thing about this spell is that it lets you call and animal whose CR is equal to your caster level. This means that if you are single class character, in a standard four player party, then the creature called would be considered an average encounter for your entire party. This means that you can dramatically increase your combat power by training it to fight for you. As mentioned when I was discussing Traits and Feats, it is possible to increase your caster level by 3 when using this spell by having the Gifted Adept trait and the Spell Specialization feat, meaning that you can call and then train creatures that are CR +3, also known as epic level encounters.
The second key spell is Wartrain Mount (UM). This spell, which also has no saving throw, temporarily instills the combat training purpose into the animal. This means that once you have your called your chosen animal you can either saddle up, or give it the heel order, and take it back to your training area, so that you can train it permanently.
These two spells together make animal training a realistic prospect in the game for any druid, and allow a specialist to capture some true heavy hitters, without having to move very far, or for that matter, worry about them getting a saving throw.
Training the creature is going to take some downtime, but is not particularly more onerous than the other main downtime activity, crafting magic items.

GM Niles |

Yeah, guides are written from a severe optimization perspective. Seems a bit cheesy to allow Druids to get an animal army just because they have ranks in a skill and a CL 3.
Druids have a class ability that allows them to have an animal companion, I don't feel comfortable making that class ability basically useless.

Silas Hawkwinter |

A lot of the guides advocate glass cannon builds that seems to promote an arms race with the GM. That usually ends badly with encounters being either too easy or too hard and nothing in between.

Silas Hawkwinter |

So if we sell the head band we have this much in the bank after purchases: 4106gp + 1750gp = 5856gp
Sp we'd have 5856gp / 5 = 1171.2 gp to spend each.
From that I'd buy:
2x Disguise kit (50gp each)
1x Chain Shirt (100gp)
1x Masterwork Cold Iron Longspear (310gp)
4x Tanglefoot bag (50gp each)
5x Alchemist's Fire (20gp each)
1x Scroll of Disguise Self (50 gp)
1x Scroll of Comprehend Languages (50 gp)
2x Scroll of Unnatural Lust (50 gp each)
2x Scroll of Confusion Lesser (50 gp each)
1100 gp worth of stuff.

Michael Stamford |

Ok, so I think the loot is settled then. We sell all the stuff I last listed as sale items, we also sell the headband, we donate that short list of stuff to the sheriff and the town in general, and then we do our purchasing.
Group purchases include 4x Cold Iron Morningstars, 5x Silver Longswords, and a Wand of CLW. This makes sure that everyone has a Cold Iron and Silver weapon that they can use and gives us a bandaid between fights.
Then everyone gets 1171gp, 2 sp to spend as they see fit.
We're keeping the Wolfsbane, Masterwork Silver Dagger, and Cap of Light though they're still unassigned.
Sound like it's all correct to everyone?

Michael Stamford |

Mr. Ed works.

Michael Stamford |

Man, I was gonna try to be not-selfish with that weapon from the dwarves and share it with our poor inquisitor, but Lucanor can't use a Composite Longbow +3 because he's only got 14 Str. Of course, I could take it for myself to improve my ranged damage, but I haven't been involved in any real ranged combat yet.
Whatever I take I don't want to sell because it was a gift from someone who's genuinely helping us out. But at the same time, I want to get a fair amount of use out of it rather than it being a show piece. A mithril weapon could replace one of those silver long swords, so I'm leaning that way, but I haven't decided yet.
Cold iron weapons are much cheaper than even silver weapons as well, but these are masterwork so that makes them ready to be enchanted...
And the fire forged weapons absorb fire damage(sort of) and let me use it in my own attacks.
Decisions, decisions...
Feel free to chime in, rest of the party!

Silas Hawkwinter |

Fire forgred is interesting, especially if we have campfires available... Seems like a hard choice.

Michael Stamford |

Fire forged only keeps the extra damage for a round though, making it a very situational thing.

Michael Stamford |

Just a heads up - I'll be posting less during the next couple days. I'm hitting the woods for deer archery season, and will probably only be able to post from my phone. Unlike my beach trip, I know I'll have good service though.
If I don't get a deer this week, I'll be doing the same thing next week as well.

Baldur Stoneshaper |

Took your advice and bought mostly Scrolls.
I took the Scribe Scroll feat instead of Augment summoning. Ill pick that up at 5.
I'm ready to roll whenever you want to bring him in.
No hurry just letting you know as far as I know i'm ready.

GM Niles |

If you took the feat, did you pay 1/2 price for the scrolls. Because you should have....

Baldur Stoneshaper |

Woot thanks Mr. GM Niles Sir. Your the Best! haha
Looks like I need another Scroll box and 10 more scrolls!!
Seriously though if you guys think you would want/need more healing Niles said I could take the healing domain and then I could make scrolls of cure moderate wounds. Right now I have the caves domain, let me know what the party wants please.

Silas Hawkwinter |

Its better if we never take damage in the first place. I'm not fussy how that's achieved.

Silas Hawkwinter |

Hmm seems the DC on scrolls is kind of low. I'd better stick to utility stuff without a DC...

Michael Stamford |

Wait...a longbow requiring str? I'd like that.
*yoink*
I'd grab it for you if I thought you'd use it. But you're like me, up and in their faces. If Niles is up for making it a Composite +2 instead of a +3, then I'll grab it for Lucanor. Give him a little more "umph" since he seems to try and keep his distance more than you and I do.

Michael Stamford |

It can be a +2 Str bow if you want it to be
Then let's do that, and it'll be what I take.

Michael Stamford |

Whoops, I just noticed that I posted a bunch of OOC stuff in the gameplay thread without OOC tags yesterday.
Also, it would appear that Hero Lab doesn't have the Honor Guard achetype or else there's a bug that's preventing it from showing up for me. I'm making a post on their forums to see if it's a known issue or something, but I won't be able to get my sheet updated yet.

Silas Hawkwinter |

Ok Silas will buy:
2x Disguise kit (50gp each)
1x Chain Shirt (100gp)
1x Masterwork Cold Iron Longspear (310gp)
4x Tanglefoot bag (50gp each)
5x Alchemist's Fire (20gp each)
2x Scroll of Comprehend Languages (25gp each)
2x Scroll of Scroll of Disguise Self (25gp each)
2x Scroll of Obscuring Mist (25gp each)
1x Scroll of Tongues (150gp)
Which is 1110gp of stuff.

Michael Stamford |

Ok, so I got my issue with Hero Lab sorted out. Did you know you can choose to enable or disable different modules for different characters, and that modules bought after you create a character aren't enabled on that character? I sure didn't, which was why my archetypes weren't showing up.
Anyway, I'm getting all that sorted out, and I'm equipping myself.
I'm buying -
Cestus(5gp)
Everburning Torch(110gp)
Masterwork Carpenter's Tools(55gp)
I'm donating to the sheriff -
Scale Mail
Warhammer
Hecktor, you know that Mage Armor doesn't stack with your worn armor, right? Both of them provide Armor bonuses, which aren't stackable. It's why Barkskin is so great, because it provides a Natural Armor bonus, which does stack with worn armor. The only thing the Mage Armor would do for you is provide you with the +4 AC against incorporeal creatures. For this same reason, Bracers of Armor don't stack with worn armor either.
Niles, a question - Since the shield sconce goes on the face of the shield, would I be able to use it to hold a torch while the shield is strapped to my back and otherwise not being wielded?
EDIT: All of the original party needs to remember to add a Silver Longsword to their character. Everyone except for Lucanor should be adding a Cold Iron Morningstar as well. I excluded Lucanor from the group purchase on the morningstar because he's got that Mwk Cold Iron Longsword, but if you really want a Cold Iron Morningstar I'll foot the extra 16gp out of my share because I was the one who left you out in the first place.

Silas Hawkwinter |

Silas has a mwk cold iron longspear so he probably doesn't need a morning star. Silver longsword makes sense still.

Michael Stamford |

Baldur, the reason that it didn't show you the new posts in the Gameplay thread was because you hadn't posted in it yet. I just learned that back in late September in a different PbP.
What you do is you post in the gameplay thread with a really simple post(like a post that just says "dot") and then you immediately delete it. It counts as a post so it will start tracking the thread, but it doesn't clutter up the gameplay thread with a bunch of OOC posts or posts that don't make sense.