
GM Mort |

Right, its a PC show now. Unless you want me to step in, which you might not like the results ;)

Einar 'Kinslayer' Bjornson |
Call me paranoid, but this is some sort of fiend-spawned ice-fey, so Crummock is disinclined to trust it...
Hey, outside the party I don't think Einar trust anyone right now. The mother of the little girl gets a pass, cause I mean, come on! Everyone else is getting grumpy Einar.

GM Mort |

God its tiring...I have a healthy respect for you guys using German all the time ;)

Einar 'Kinslayer' Bjornson |
the hard part is remembering to do the accent... Ok, so lets try and talk more in common, ya?
It took a moment to register that Mister Whiskers is not the person to ask about healing, I believe that CLW can be on both Curmmock's and Ziva's spell list, so who has the wand, and I will make sure I ask them.

Ziva Suadela |

Hey, is it worth me going anywhere near the Hunter Skirmisher Tricks for Vernai?
It looks really poorly written (no wording how it relates to a companion, how many times you can use them etc), so I don't really mind either way, I was really hoping to get your opinion on it Mort (since you're the member of the Druid Guild :P)

Crummock-i-Phail |

A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
So, when you teach it a new trick, you can have it be one of the 'special' tricks from the Skirmisher archetype.
Such tricks can be used 1/2 x HD + Wis mod per day (so, 2/day for Vernai, at present).
Beyond that, with regard to *which* tricks you can select, I agree, it is poorly worded, but I think it would not be unreasonable to limit the tricks you can choose to the ones that specifically reference animal companions (since, frankly, a chunk of the others would not make sense).

GM Mort |

I agree it is very poorly worded. In fact the only tricks that actually reference animal companions are:
Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.
Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.
Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.
>.<
Just replace under the Skirmisher tricks the word, "Ranger" with animal companion, and work with that.
For obvious reasons Vernai will not be able to take the following tricks:
Trick Shot (Ex): As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Quick Healing (Ex): As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action. (Mainly because I have NO IDEA how a mantis is going to open a potion bottle. An Ape, sure, I'll give that one...)

GM Mort |

Also, how much time do you want to spend in the next town. Do you need a day, or will you be setting off right in the morning for the Pale Tower?
GM Event planning :P
I should probably start prepping book 2 now..

Crummock-i-Phail |

First thing in the morning, once everyone has been kitted out to look like 'locals', we should accompany the shipment to the Tower - that way, we are more likely to get let in...

GM Mort |

And yes, I posted in game you're level 3. So level up, and prepare a plan for level 4 as well, cos it's coming very soon!

Mr. Whiskers |

So I missed all of level 2 last night? Read discussion before gameplay so I have no idea what happened yet.

Mr. Whiskers |

Tried to hit most of the high points, let me know if I missed something.
---
Einar, I can try once per day to identify the arrows. I believe that we have slept once since gaining them, so I can give it another try. To be sure of the results, we would have to take a day off so that Mr. Whiskers could memorize the Identify spell.

Mr. Whiskers |

New spells taken this level: Vanish, Serren's Swift Girding.
Question for the group:
Do we want to do light crafting? I could take brew potion this level allowing the group to get potions at half cost.
I do not think we will have time to stop and create Wonderous Items. Those tend to take several days to create.
If I took the Brew Potion feat, I could brew the following potions:
Detect Undead, Enlarge Person, Endure Elements, Magic Weapon (actually an oil), Protection from Evil, Serren's Swift Girding, Vanish
It is possible to brew up to 4 first level potions in one day. It would require we not adventure that day.
---
Supplies:
Replenish food
Get snowshoes for everyone that needs them
Fresh milk or cream for Hatch

Ziva Suadela |

Should I take Skald as a language? I feel it's awfully quick to pick up Skald after arriving very recently in an area where it's common place. Hmm maybe it's a level 4 thing.

Mr. Whiskers |

I would say take it now. You are getting immersed in the language, and had exposure (from our group) before that.
Perhaps you were learning it, but everyone was speaking it so quickly that you couldn't follow all the conversation before? Would have helped somewhat because Mr. Whiskers was translating much of what happened with Nadya.
Edit to add:
Profile updated. Everything there except the feat.
Will take either Brew Potion or Extra Reservoir depending on how the group feels about being able to create our own potions.

GM Mort |

I suggest at some point of time that you get yourself a ring of sustenance. Then you can craft your @ss out. You're going to spend a lot of time travelling. You CAN craft, but you need to cut back on your sleep first.
Craft wondrous - can be done as you go along as well. There's a lot of overland travel in the next book. I have to read in detail to see how long, but I can always give you a crafting period between the books. Also, please put your PFS numbers here so I can start making chronicles.

GM Mort |

Nadya's stats:
Female human (Ulfen) ranger 3
CG Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 24 (3d10+3)
Fort +4, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee handaxe +3 (1d6+1/x3) and light pick +3 (1d4/x4) or
handaxe +5 (1d6+1/×3) or
light pick +5 (1d4+1/×4)
Ranged composite longbow +5 (1d8+1/×3)
Special Attacks favored enemy (animals +2)
STATISTICS
Str 12, Dex 15, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Endurance, Point-Blank Shot, Skill Focus (Survival), Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +5, Climb +5, Handle Animal +6, Heal +5, Knowledge (geography) +7, Knowledge (local) +4, Knowledge (nature) +7, Perception +5, Ride +6, Stealth +8, Survival +8
Languages Common, Skald
She can go on Crummock's init and Crummock can direct her actions. If you want free retraining of feats(Some feats aren't very optimal), I'm perfectly fine to give that as well.

Einar 'Kinslayer' Bjornson |
Ok, I still have Einar at 2nd I will add power attack and + 1 to hit, but I may not get the sheet done until later today, but You guys are fighting so I'm going to go post
Edit: not sure about the power attack yet, so not going to use it this fight, but will had HP as soon as possible.

GM Mort |

Sorry, I edited the post multiple times. I wanted, you know, to get the evil villain dialogues right.

Ziva Suadela |

Yeah, I'll take Skald (the language) at level 4. I just cannot reconcile popping through the winter portal, suddenly finding herself in an area that doesn't speak Common - only Skald, dings to level 3, and then suddenly masters the language. Its like me flying to Spain and being fluent when I wake up in the morning.
Nah, it makes more sense for Ziva to gradually pick up the language which probably involves a full level managing without it until she understands it.

Crummock-i-Phail |

@GM Mort: Yes, I think I will spec Nadya as more of an Archer (so, swapping out TWF and Weapon Finesse for say, Precise Shot and Rapid Shot.)
If she is something of a hunter/survivalist, it makes more sense (and is also part of the reason why I would keep Skill Focus: Survival) - when you go hunting, you don't usually try to shank dinner ;-)

GM Mort |

Ohhhh finally have some free time after days of scribing notes. Just to clarify a few things - Nadya will remain 1 level behind the party.(Its a PC show, afterall) Crummock, feel free to handle her level up and all that. We'll sort of be sharing control, because as we go to new places, Nadya will tell you things(which obviously there's no way, as players would know about). What you want to yell/do in combat will be your business.
I'm perfectly fine with your feat change request.
PA on full bab classes is fine. Not so effective on natural attacks as compared to two handed weapons, but still fine.
I'll catch up with some not so plot essential interactions.

GM Mort |

Charge and large generally don't go well together. Flying helps. though.
Also, the 2 arrows were +1 animal bane arrows. Please don't use them on your GM, though I suspect they wouldn't work anyway...

GM Mort |

I'm also ok with Nadya getting dimdweller trait, problem is Geist won't get Darkvision unless Crummock takes Celestial Servantfeat, which is a double edged sword because of the SR issues.

Mr. Whiskers |

Einar, either would be fine but with the reduced movement on our side I suspect you would get slightly more use out of Power Attack. Many of our enemies appear to be able to ignore the difficult terrain of the snow.
Will take either Brew Potion or Extra Reservoir depending on how the group feels about being able to create our own potions.
I'm somewhat surprised, but no one in the group seems to care about potions.
Guess I'll take the Extra Reservoir.

Mr. Whiskers |

Also, please put your PFS numbers here so I can start making chronicles.
Sorry, had missed this at the end of a paragraph about crafting.
141981-14
Are there Day Jobs for campaign mode? I assume it would be for my character at level 1 if there is.
Craft: Alchemy: 1d20 + 8 ⇒ (4) + 8 = 12
On a different topic, do we have a plan for attacking the tower?

Einar 'Kinslayer' Bjornson |
Einar, either would be fine but with the reduced movement on our side I suspect you would get slightly more use out of Power Attack. Many of our enemies appear to be able to ignore the difficult terrain of the snow.
Mr. Whiskers wrote:Will take either Brew Potion or Extra Reservoir depending on how the group feels about being able to create our own potions.I'm somewhat surprised, but no one in the group seems to care about potions.
Guess I'll take the Extra Reservoir.
Thanks for the input, for what it's worth I thought potions might be a good idea, but I haven't looked to see what extra reservoir would do for you.

Mr. Whiskers |

So no plan to prevent anyone from getting to the teleporters?
Mort gave us a big info dump on the place. Seems like we should have at least the start of a plan.
It looks like the teleporters are the only good way into the ritual room. We most likely need to capture one of the two leaders to get those phrases. I'm going to guess that the regular grunts aren't cleared for that.

GM Mort |

Once you guys are done shopping we can move to Pale Tower. If you have nothing to buy/sell, then we can just continue.