
Snow Icescale |

Cold Weather Outfit: 8 GP, 7 LB
Pocketed Scarf: 8 GP, ½ LB
Belt Pouch: 1 GP, ½ LB
Common Backpack: 2 GP, 2 LB
Inside Belt Pouch:
Compass: 10 GP, ½ LB
Flint and Steel: 1 GP, N/A Weight
Worn by Aurora:
Military Saddle: 20 GP, 20 LB
Saddlebags: 4 GP, 8 LB
Inside Saddlebags:
Waterskin(Full): 1 GP, 4 LB
Small Tent: 10 GP, 10 LB
Blanket: 5 SP, 3 LB
Bedroll: 1 SP, 5 LB
Iron Pot: 4 GP, 2 LB
55.4 GP Spent
Did not spend the full amount so if anyone has suggestions feel free to post them! Trying to keep weight relatively low since both snow and Aurora have fairly low strength scores.

Quercus Robar |

Cold weather outfits for me and Mr Gibbons
Waterskin
Belt pouch
Backpack
Mess kit
Small Tent
Blanket
Bedroll
Food for Mr Gibbons
50' rope
2 cure light wounds potions
Javelins
Snow, maybe ask for cure light wounds potions?

Goggh |

Snow, take a look at my list if you want some inspiration. Not sure if anything there would be useful for you.
As for weight: Goggh can probably carry a little bit for you, if you need. Big Ogre shoulders, you know :)

Vamik Sheeves |

Ahhhh, I finally have internet again. I've been posting from my phone for the last two weeks. But now I'm all moved in and ready to rock. I'll have my supplies list up shortly.

Vamik Sheeves |

Requested items:
donkey 8
Potion making supplies 50
backpack 2
bedroll 0.1
ink 8
inkpen 0.1
parchment (7 sheets) 1.4
silk rope 10
sack (x3) 0.3
scroll case 1
cold weather outfit 8
reversable cloak 0.1
acid flask 10
waterskin 1

Lady Zarrisa Ollron |

02 gp 1 x Backpack
01 gp 1 x Flint and steel
08 gp 1 x Cold weather outfit
12 gp 1 x Furs
01 gp 1 x Waterskin
05 gp 10 x Trail Rations
01 gp 5 x Mess kit
05 sp 1 x Blanket
01 sp 1 x Bedroll
10 gp 1 x Tent, small
20sp 4 x Bag, waterproof
2 gp 2 x Pouch, belt

Vamik Sheeves |

Finally a battle! Yesssssssssssssss.

Snow Icescale |

I had thought I had done Aurora's tricks but it appears I was wrong! Question Cave, an Animal with int of 2 can know a max of 6 tricks, and as my companion Aurora has a bonus trick, is it fine for me to simply have all of those slots filled? I've had a GM or two make it such that at level 1 a companion has to be taught its 6 non-bonus tricks.
Ideally I'd like to just have the Combat Training purpose(accounting for all 6 of her normal tricks) and the Flank trick as well via bonus tricks.
I was hoping to simply increase Aurora's intelligence over time to remove the need for tricks which is probably why I forgot to list them.

Vamik Sheeves |

So, it may still be a bit early, but I expect we will level up at some point in the near future. Is anyone interested in getting Paired opportunist on your special item? My build doesn't need too many combat feats, and that one seems like it could be fun.
I have the Terror ability as a wizard:
Terror (Su): As a standard action, you can make a melee touch attack that causes a creature to be assailed by nightmares only it can see. The creature provokes an attack of opportunity from you or an ally of your choice. Creatures with more Hit Dice than your wizard level are unaffected. This is a mind-affecting fear effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
It is annoying that it can only be used against creatures of my level or lower, but with paired opportunist, If I make it provoke, then everyone who threatens gets an aoo as well. Goggh, can you grapple as an aoo?
For the ranged folks, what other teamwork feats would benefit you now that you have a feel for how your build is working?

Vamik Sheeves |

You guys, seeing how awesome Quercus is with the AoOs, we definitely need to all get the paired opportunist teamwork feat.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Quick question for Cave: Do you read this as characters need to be adjacent to each other to activate this feat, or just threatening the same creature? The forums have it going both ways from what I read.
either
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten.
is a separate clause from,
Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them
or
The first clause affects the rest of the paragraph meaning that you have to be adjacent to allies with the feat and threatening.
Thoughts?

Vamik Sheeves |

CaveToad, So I was re-reading the Signature Item rules. And it looks like it makes much more sense for me to change what my item is. Since Amulet of mighty fist is considered a combat item, I will just pick one up when I get the chance, because I would much prefer a magic item.
I would like to get a magic item (belt or headband) but I'm still not clear on how the magic item rules work. Obviously it can be enchanted, but what are the limits? For example, can I enchant a belt as a belt of incredible dexterity, and also give it a similar intelligence enchantment like the headband of vast intelligence? Or does it need to be enchantments that are allowed on belts? Can I give it other abilities like rod of extend? If you could give an example of a magic signature item, that would be most helpful. Thanks.

Vamik Sheeves |

Quercus, if we all had the feat, any time you made an AoO (which is often) everyone else gets to make an AoO, if we threaten the same creature (we might also have to be adjacent to you, it's not clear).
So, effectively it's attack all around whenever one of us gets an AoO.

Quercus Robar |

The problem is that my attacks are not attacks of opportunities. They are merely retaliatory strikes. Check out Panther Style/Parry/Claw. No where does it say they are attacks of opportunity unfortunately. There may be other teamwork feats that we can benefit from though. I have also not really looked into the Path of War or Psionic material much. I will do some research.
I have realized that Mr Gibbons is pretty delicate and will suffer from area affect spells. His archtype loses the improved evasion ability, so I may need to get him some other protections. In time his hp will improve, but even still he is a weak link for me.
Vamik and other melee people, I will be able to provide decent flank abilities as I intend to wade into melee with impunity. I will take dodge and mobility and I can sort of pick and choose who I choose to take attacks of opportunity against me. With monkey style and a very high acrobatics, I will be able to negate attacks of opportunity by tumbling through threatened areas, and at other times simply moving and ignoring the attacks with a very high AC. Quercus' output damage will increase as well, its a bit hampered right now as he is feat starved.
Eventually he can add wind and or lightning stances to the mix with the mythic versions as well. If I take the snake style line, then I will get attacks of opportunity against opponents that miss me, so at that point the teamwork feat would be useful, but that will be down the road a bit.

Vamik Sheeves |

I'm so glad we have someone who can only be hit on a 20. Very handy! I guess it's good be made of wood.

CaveToad |

The other tables I allowed people to reconfig their characters a bit after their first battle. I forgot to do that with you guys, but you didn't level on the first fight anyhow. If you want to rework your characters a bit as you go to level 2, go ahead.
Just let me know the changes if any in detail.

Quercus Robar |

My level gains:
+13 hp
+1 to all saves
+1 BAB
+1 CMB/CMD
New Feats: Deadly Agility (2nd level item feat), Shattered Mirror Style (MoMS bonus), Extra Arcanist Exploit (Shadow veil)
New skills: added rank 2 to all previous skills
Special Abilities:
Monk: gained Evasion, style feat
Sacred Fist: extra spells, Fervor
Arcanist: extra spells
Mr Gibbons adjustments to HP, BAB, saves and skills
Summary: More defense by adding 2 to AC + concealment, more offensive damage with deadly agility. Fervor adds healing and swift casting spells to allow me to keep the fight moving.

Vamik Sheeves |

Nice format Quercus. I'm stealing it:
+13 HP
+1 to all saves
+1 BAB
+1 CMB/CMD
New Feats: Extra Discovery: Vestigial Arm wooo 3 arms now, Spell Specialization: Chill Touch (special item)
New skills: 15 skill points to various skills, including linguistics. I think it makes sense that Vamik might have picked up enough dwarven to begin conversing.
Special Abilities:
Alchemist: Feral Mutagen Discovery
Ninja: Ki pool, Ninja Trick: Pressure points
Wizard: None this level
I'm also don't quite understand the special item. I would like to have a magic item, like a belt or headband, but I'm not sure what the limitations on enchanting that type of item are. For a weapon it makes sense. But can I have a belt that grants intelligence? Can it do things that other belts can do all in one?

CaveToad |

Basically at level 2 you will have have 1000 magical creation pool points to spend on your items. (It goes off of Wealth by Level). This pretend money lets you enchant your item with perks that you would normally have to spend cash on ( You can still do this too ). 1000 isn't much to get really anything terribly useful so you most likely will bank those points for now, unless there was a really minor thing you wanted.
To answer Vamik's question about magic items. Whatever item slot you chose for your signature item, you can buy enchantments with those points at normal cost for items of that slot ( +int/wis/cha for headbands, +str/dex/con for belts for example ). Bonuses or powers for which no example already exists or for which are not standard for the slot cost extra. Additional enchantments also cost extra. Now, having said these last two statements, I might be reviewing this and reworking the item creation rules a bit to make this more clear and less of a pain in the butt to calculate all these additional taxes.

Lady Zarrisa Ollron |

+10 hp
+1 to Fort/Wil saves
+0 BAB
+0 CMB/CMD
New Feats: Sythi get Evasion
New skills: Add 7 ranks to skills known
Sacred Fist: extra spells, Fervor
All three Classes get: extra spells per day and spells
Sythic from adjustments to +12HP,EP +2NA, +1Str/+1Dex
Summary: She just got more spells and a bit on saves, skills and her sythic from got better.

Vamik Sheeves |

Thanks for clarifying CaveToad. I'd like to make my special item a cloak. It fits with my character concept well, and I've always wanted to wear a cool cloak, but couldn't because I needed a cloak of resistance so I wouldn't die. Now it seems I can have it all!
So I would like to spend my 1000 magical creation pool points on my cloak to make it a cloak of resistance +1. From what I understand, I can increase the bonus to that by paying cost, and if I want to add additional enchantments to the cloak, they cost 50% more and must be enchantments that other cloaks have.
So eventually I could have a cloak of resistance +5/Cloak of the Mountebank/Treeform cloak all in one, or something similar.
I would also like to spend my first FPP point on "Tap Inner Power" to increase my ki pool by one.

CaveToad |

You get Flexible Power Points to spell on special perks to the item, by using your Magic Creation Pool points. If you haven't spent any yet, you don't have any FPP to spend either.
Check the Master Thread Campaign tab for more extended rules on the magic item creation since the original recruitment post.

Goggh |

I understand; let me place a couple questions about the Amulet, though. I chose an Amulet (to become an Amulet of Mighty Fists) as my item.
- It says all items are masterwork, however an amulet obviously can't be made masterwork. I see an extra disadvantage here, because the MW in theory gives a +1 to attack. Even if my amulet isn't MW, shouldn't I add a +1 to attacks as a matter of keeping balance? I imagine the same logic would be applied to staffs used to attack.
- The "Weapon Focus"/etc. feats that weapons give automatically... How would these work for an amulet of mighty fists? Since the amulet goes to unarmed strikes and natural attacks, should I add Weapon Focus on these attacks, for example?
Enchanting the Amulet of Mighty Fists is obviously more expensive than enchanting a weapon, but it does make total sense - considering to all the types of attacks influenced by such amulet.

CaveToad |

It is masterwork in terms of its quality, but yes obviously it cannot give a +1 to hit since it is not a weapon with a finely honed blade or whatever. So in a sense that is a disadvantage, and of course the extra cost as you mentioned, but since it affects your unarmed attack equally you stand to come out better particularly with multiple attacks, and of course it cant be disarmed, dropped, take up use of your hands, need to be drawn, etc.
In terms of Weapon Focus, you should choose either unarmed strike or natural attack(I am not sure if you have to specify the natural attack itself as well, such as bite or claws) but not both.

Vamik Sheeves |

Are feats from Path of War allowed? Because I just found
Deadly Agility that makes needing an amulet of mighty fists redundant.
If that's legal I would like to take that in place of pressure points ninja trick.

CaveToad |

Are feats from Path of War allowed? Because I just found
Deadly Agility that makes needing an amulet of mighty fists redundant.
If that's legal I would like to take that in place of pressure points ninja trick.
Yes, they are allowed.

Vamik Sheeves |

Sweet! So to be clear, instead of taking pressure points, I'm taking Ninja Trick: Combat Trick which gives me a combat feat. I'm taking Deadly Agility as that combat feat.