
DM Rostam |

Bump for the above question to Vreni and here's the details on influencing various shop keeps and others:
For shop keeps, inn proprietors, and others who run an establishment, the primary source of influence is business and favors. As you spend money and do favors for them your Favour with them will increase. Each individual will have a different amount of money required to increase their Favour towards you, which will be given in the list I make for this. If you help the person out I will convert you aid into a gold equivalent value to track it. As your Favour increases you will get discounts on goods, be able to ask for special orders, and request favors and information in return.
For people who do not primarily interact with you via a business transaction, favors, good deeds, and showing an interest in their lives and well being will earn you Favour with them.
I will put a list on NPCs and your level of Favour with them in the campaign tab in a spoiler.
For example, here is what Thom Markum's entry would look like.
Thom Markum Proprietor of the Beggar's Choice, odd and ends store.
-----Requires 500 gp per point of Favour. Currently 0/500. Next reward is a 2% discount on bought goods.
If people have any questions or specific types of people they want to find to interact with let me know.

DM Rostam |

You can barter, but I also made the Favour system to incentiveze paying full price for things as you will get to the next level of favour faster.
I will also note that on magical items there's not much room for bartering. Basically think of it this way -
1 - Cleric spent 25 gp and 1 day to make a CLW potion. They sell it to someone for 30-35 gp.
2 - The second person sells it to people like Thom for 40-45 gp.
3 - Thom then needs to sell it to people like you for 45 - 50 gp to make a living.
On mundane goods there's more room for bartering due to lower crafting costs, but on magical goods its pretty slim.
I am going to add a rule to the Favour system that you will take a penalty on the amount of Favour earned equal to the amount of money saved, shop keeps tend to not like being undercut. It won't be enforced on this transaction but on future ones.
So here's the two scenarios now.
1 - Player buys a potion worth 50 gp, earn 50 gp in Favour.
2 - Player haggles on a potion worth 50 gp, buys it for 40 gp. The difference is 10 gp. The player earns 30 gp of Favour.

DM Rostam |

For you it would cost a move action at the moment, but it doesn't provoke an AoO.
If you have BaB +1 or higher you can draw a weapon as a free action along with movement like a 5 foot step.
It is also a move action to sheathe a weapon so I suggest dropping one if you don't have a free hand instead of sheathing it.

DM Rostam |

It wouldn't provoke an AoO but it would make you lose the hitpoint. But, since we are using my wiki for house rules, if you were to beat the DC to stabilize by 4 you would remain conscious as disabled.
Basically, if you make the bullrush attempt you will go to -1 hp. If you make a DC 11 fort save you stabilize (not super useful here) if you make a DC 15 Fort save you remain conscious but disabled still.

DM Rostam |

Here's the Gestalt rules:
Building A Gestalt Character
To make a 1st-level gestalt character, choose two standard classes. (You can also choose any of the variant classes, though you can’t combine two versions of the same class.) Build your character according to the following guidelines.
Hit Dice
Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.
Base Attack Bonus
Choose the better progression from the two classes.
Base Saving Throw Bonuses
For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2—taking the good Fortitude save from the fighter class and the good Will save from the wizard class.
Class Skills
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.
Class Features
A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class- and ability-based restrictions (such as arcane spell failure chance and a druid’s prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.
A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
Gestalt characters with more than one spellcasting class keep track of their spells per day separately.
A gestalt character can’t combine two prestige classes at any level, although it’s okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations-such as the arcane trickster, mystic theurge, and eldritch knight-should be prohibited if you’re using gestalt classes, because they unduly complicate the game balance of what’s already a high-powered variant. Because it’s possible for gestalt characters to qualify for prestige classes earlier than normal, the game master is entirely justified in toughening the prerequisites of a prestige class so it’s available only after 5th level, even for gestalt characters.
***
I will also allow you to rebuild your characters with a 25 point buy to get the stats you will need to make Gestalt characters. All my normal house rules on the wiki apply.

DM Rostam |

Okay, time to reinvigorate the game.
Could you both check your skills. Leviathyn already knows some of his are off. Vreni, I was mainly wondering how your perception is +3 (1 rank + 1 wis mod is all I can see affecting it).
I will be starting you back at the safe house. Leviathyn was there helping you and has been a part of the team for a a few days already, so no awkward introduction. He was introduced to the team at teh same time Ravyn was.
Makhan, Ravyn and Eva are going to be reassigned elsewhere. I will get the gameplay post up today, but figured this would be a helpful explanation as to what going on.

DM Rostam |

Sorry didn't notice this until now, I need to check this thread more. Generally if you want to know something try a knowledge roll. If its the wrong one I will just grab the right one and use the roll you made.
If you want to know about the magical properties of something you will pretty much always need to cast detect magic and then make a spellcraft check.