
Þyrnir |

I am also leveled up.

GM Wicked |

That's totally possible. The jarl would have trouble saying no to any request you asked of him (within reason). If it's your oath to serve that's making you hesitate, don't.

GM Wicked |

Farm in Hordaland, Hunt, fish, build, repair, tend cattle, attend the jarl in Halfstead when he returns in the spring until he comes back to Silvermeade in the fall. Go aviking, learn to read runes (linguistics!), tell stories with Ragnar, go on another vision quest (hint: winter is coming).
If you go back to Vastavikland, it will be important to return to Hordaland around the time Part 2 begins.
Also, don't feel like you have to fill in 6 months with a post. A brief description will work to explain where you've been for the past six months.
Ill probably move us forward in time tomorrow!

Signe Oddvardottir |

Level up Info:
+8HP (d10, +1con, +1favored class)
+1 BAB
+1 Fort and +1 Ref
Combat Style Feat: Precise Shot
Skills (6+0int+1human=7)
+1 Disable Device
+1 Knowledge, nature
+1 Perception
+1 Stealth
+1 Survival
Add:
+1 Climb
+1 Knowledge,geography
Her profile should be up to date :)

GM Wicked |

You can assume the ship has all necessities for an ocean voyage, including food and ale. You may purchase any additional items you wish. Remember that you received masterwork gifts. Cold weather gear will be a must.
I'll sit down later and calculate your dividend from trading away the loot we previously collected. It will represent various amounts of hacksilver, pickled and salted fish, beef, and game, spice, precious stones, etc, equivalent to money.
I'm at work and just wanted to get the post up. Any questions?

Ragnar Hedefødt |

Ragnar will spend most of his free time wandering amongst the barrows, trying to find his master and a deeper understanding of the world before and after. Unlike the former two, he'll probably at least succeed at learning the barest glimpses of the long-dead language.
He, too, lacks a farm, so he'll most likely be helping out at someone else's, patching roofs, and, of course, tell stories. If Otryggr decides to stay, he'd appreciate the company while going towards the barrows, too!
He'd also suggest that the dagger is given to Jarl Olaf or the Odi, since poison is a coward's tool, and is best kept with them (not saying that we won't accept payment/stuff as reward for our honourable deed.)
@Otryggr - I noticed you picked Reckless Abandon instead. I chose Saving Finale as my Skald spell for lvl 2, which lets me end my performance to let someone re-roll a save. I'll be getting quite a lot of those immediate action spells, since I'm trying to stay away from the sneaky/enchanty bard spells, such as Vanish. As much as I love Vanish. Not saying that you shouldn't pick Superstition, but remember you got magic on your side as well!
+7HP (d8, +1con, +1favored class)
+1 BAB
+1 Fort and +1 Will
Skills (4+0int+1human=5)
+1 Climb
+1 Knowledge(Arcana)
+1 Perception
+1 Spellcraft
+1 Knowledge(Religion)
Add:
+1 Perform(Oratory)
+1 Linguistics
Spells: 1 1st level slot, Saving Finale, Message
Class Features: Versatile Performance(Oratory; Substitute for Diplomacy/Sense Motive; Well-Versed(+4 to sonic, language-based effects, bardic performance)

GM Wicked |

Thyrnir:
-Mentored and simple disciple are both social traits and so you shouldn't have both. Also, one of your traits should be campaign trait from the player's guide.
-I'm having trouble getting your skills to match up as listed, but that might be due to the traits
-Otherwise things look in order.
-You have a mwk seax now. I assume you'd want to use it in combat (+4 to attack)

Ótryggr Grímsson |

Does my new greatsword count as masterwork for the +1 bonus to attack on the first round since all magic weapons are automatically considered to be of masterwork quality?

GM Wicked |

I'm clearing the loot sheet, and here's the dividend:
Everyone should add 715hs to their character sheet.
In addition, these specific items were claimed:
Note that the chunk of amber you found on Signe was not magical (treated as treasure)
@Otryggr: I'm hazarding a guess that yes, it is masterwork, as there are other mwk weapons presently being wielded.

Þyrnir |

Both my traits are campaign traits, as required in the player's guide:
- Thrall -> Mentored (although I think I should swap this trait for something else since he's no longer a thrall)
- Rune Reader, magic trait (+1 to Craft sculpture) -> Simple Disciple
Skills:
- Adventuring skills: 1 point in Heal, 2 points in Knowledge religion and Perception each, for a total of 7 skill points
- Background skills: 2 each in Craft (sculpture) and Handle Animal, 1 skill point in Profession (farmer) for a total of 5, out of which the Profession one was free/extra.
Updated the stats with the mwk seax (scimitar).

Ragnar Hedefødt |

@GM - I'm asking the question since it might be a bit out of character for the setting, but since, frankly, I don't see what Ragnar might do with most of that money, I'd considered getting a bag of rune-carvings for Ragnar, consisting of scrolls he's prepared. Which in his case would be Cure Light Wounds and a couple of Comprehend Languages. Not sure how much of an issue out of combat healing might be, but Ragnar would've mostly stored it for dire times, and not handing it around willy-nilly.
Since it doesn't take that long to prepare the scroll, or magiutskjæring, he might consider bringing a large bag along for the ride, of about 30 scrolls. They take 2 hours to craft each, and over the course of a winter and a spring, he could easily have had the time.
I understand that most of the complains about magical crafting is the WBL issue, and I'm not planning on selling magic, of course. But since it works out as practically a wand of CLW, I think it might be a good idea.
Other purchases will be a masterfully crafted light chainmail, a well-crafted shorter spear, the winter clothing, and possibly a particularly long and heavy cloak. He might've struck conversation with a Southlander or two about the mystical appeal of their spellcasters, and decided that an impressive cloak wouldn't be too outlandish, and more practical than star-studded pointy hats.

GM Wicked |

Adventuring skills: 1 point in Heal, 2 points in Knowledge religion and Perception each, for a total of 7 skill points
My mistake re your traits--I'd forgotten you used pathfinder trait names as placeholders. You've only listed five ranks, though it looks like you also put 1 rank each in Survival and Sense Motive? That would explain your +6. Thanks.
@Ragnar: the scrolls sound justified. I appreciate you putting that amount of thought into it.
@Signe: might I suggest changing profession (fisherman) into profession (sailor)? The latter will be much more useful!

Signe Oddvardottir |

Considering I'm from the land-locked prairies, in my mind fisherman and sailor are pretty much the same ;) But I've changed it in my profile to sailor.
I will gladly take those 15 arrows.
I take it the 715hs is in addition to the masterwork weapons we were gifted with?

GM Wicked |

Maybe you sailed on a river! Yes the 715hs is in addition to the specific gear I listed above and the mwk items from the gameplay post.

GM Wicked |

@Otryggr: There are a few possibilities. The book actually includes a mechanic under “Ring Giving” where you earn 10% of the value of gifts you make in XP. The guide suggests limiting this to once per month. I have actually been tracking our XP so this could work.
On the other hand, if interested, we could look into some of the settlement rules from Ultimate Campaign or the ship-building rules from Skulls and Shackles so that you might establish a farm (you could begin purchasing livestock) or build your own longship to go raiding. There is also the Fame and Prestige Point system. I don’t have experience with these rule-sets, but it sounds interesting. These latter options may not be viable right now in-game since we’re setting sail for the Far North.
@Ramundr and Ragnar, I'll check out your builds ASAP.

Ótryggr Grímsson |

I'd love to start investing in systems like that - perhaps these six months could be a starting point for either building reputation that we track through xp or some Ultimate Campaign stuff?
I'll check out those rulesets and see if I can't make some concrete suggestions. If we're going the distance with this campaign, I'd love to build some stuff on the side :)

GM Wicked |

Yes the six month period could be used as a Downtime period for purposes of the downtime rules, or something else. Even if the current timeline is advancing we can calculate what occurred in the prior six months on the side and have it waiting for the PCs if/when they return from this voyage, yea?
Is everyone about ready to push off with the voyage?

GM Wicked |

@Ragnar: your build looks in order!
@Ramundr: I see you're switching to two-hand fighting--nice! Note that you'll wind up better off with a light shield since you'll enjoy the reduced penalty from two-weapon fighting. A light shield is treated as a light weapon for this purpose, while a heavy shield is treated as a one-handed weapon. Also, it looks like you have some skill ranks to spend. I count 3 adventuring skills and 4 background skills you have yet to spend!
I again recommended profession (sailor) as a very good (though not necessary) choice for everyone.

Ramundr Æiþorn |

I'm getting the feeling we will do a bit of sailing this adventure. Fine!
Ramundr will eventually want to cross into the northern wastes, and sailing is part of that. He will spend some time learning to sail in the 6 months.
Yeah, Ramundr had to adjust his attributes to qualify for TWF. He'd like to work toward shield slam + greater bullrush to slam opponents over to Otryggr and induce aoos :) (if those FEATs work together).
Ramundr probably can't get Greater TWF because of the 17 dex requirement ..well not until like Lvl 12, so who knows if that will happen.
As far as heavy vs light shield. There are definitely larger to-hit penalties with the heavy shield, but it may do more damage? Not sure.

GM Wicked |

@Ramundr: Cool! We'll cross the shield slam+greater bull rush bridge when we come to it. Re skills, you should have 6 adventure skill ranks (2+1/level) and 5 background skill ranks (2/level + 1 free profession (farmer)). Re shields, there is a difference in damage for your slam (1d3 for a light shield, 1d4 for a heavy). Thyrnir's shield slam damage will be higher because warpriest.

Ragnar Hedefødt |

I'm happy with Ragnar's build, actually.
The only thing I'd consider asking is whether or not I could exchange the Two-Handed Thrower combo for the Northlander Spear Training, since I quite like that, and the Shield Wall is important. However, as a skald Ragnar won't qualify for the Weapon Focus at level 1, since he's a 3/4 BAB class. If the GM decides that the Focused Devotee with Wotan might choose as a substitute qualifier (since they both surround spears), and allow me to pick the feat. And I'll take the feat at level 3 regardless.
But, it's home-brew-y, so I'd be perfectly happy if you say no!
I think that the difference in damage between bashing with a small and a large shield are 1 point of damage, which isn't too much in the long run. But the AC is also 1 less, so there's that.
EDIT: I'm ready to depart as well, I'll get a post up soon!

GM Wicked |

@Ragnar: Sorry, I'll have to say no. I understand the lure of feats like Weapon Focus and Power Attack for 3/4 BAB classes at levels 1 and 2, and I've often been there. But I view the BAB requirements as a balancing tool for the full BAB classes, who are soon outpaced by their spell-casting counterparts. I'd prefer we honor it.
About the shields, the real bonus comes from the better attack. The light shield essentially gives you a +2 to attack when full attacking b/c it's treated as a light weapon, as per the two-weapon fighting feat and the description for light shield.
I.e. If you full attack, two weapon fighting with the heavy shield, it looks like this:
spear: 1d20 + 3 ⇒ (12) + 3 = 151d8 + 3 ⇒ (5) + 3 = 8
heavy shield bash: 1d20 + 1 ⇒ (9) + 1 = 101d4 + 1 ⇒ (3) + 1 = 4
But with the light shield:
spear: 1d20 + 3 ⇒ (13) + 3 = 161d8 + 3 ⇒ (4) + 3 = 7
light shield bash: 1d20 + 3 ⇒ (17) + 3 = 201d3 + 1 ⇒ (1) + 1 = 2
And generally, a +2 to hit is much better than a single damage.
But this is just my min-maxing opinion, and you should do what you think "fits" Ramundr. Who cares about min maxing :).

Ragnar Hedefødt |

@GM - I get it, and I agree. If I really want them, I can get them later, and Two-handed throwing is a thing I've been wanting to do for a while as well!
And actually TWF is even worse with two one-handed weapons, since both attacks take -4, and not just the off-handed one.

SubiculumHammer |

I finally read the rules for background skill system. I like it.
Here are Ramundr's choices.
Adventuring Skills
Climb +8 (1 ranks, +3 class skill, +4 Str)
Survival +4 (1 ranks, +3 class skill, +0 Wis)
Religion +4 (1 rank, class skill from trait)
Riding +6 (1 rank, class skill +2 Dex)
Perception +1 (1 rank)
Swim +7 (1 rank, +3 class skill +3 Str)
Background Skills
Profession (Farmer) +4 (1 rank +3 class skill + 0 Wis) Learned as child
Knowledge Engineering +4 (1 rank +3 class skill +0 Int)
Profession Sailor +4 (1 rank + 3 class skill + 0 Wis) Learned in last 6 months
Profession Soldier +4 (1 rank + 3 class skill + 0 Wis) Learned in the Vale
Lore: Sailor's fantastical tales, rumors, and fibs of the North Sea +4 (1 rank + 3 class skill + 0 Int)
Lore: Vessels, Destinations, Routes, and Ports of the North Sea

SubiculumHammer |

Re: Lore: Sailor's fantastical tales, rumors, and fibs of the North Sea
Not sure if this was two broad. I was thinking that he'd have heard a number of sailor's tales of things they've seen, claim to seen, old legends etc. That these would be filled with nonsense, wrong information, but at times info from more substantial, real encounters or histories.

Signe Oddvardottir |

It may have been said already, and I apologize for asking again if you did, but how much does an average family need to live per month? I'm thinking that Signe would give some of her money to her mother to make sure she lives comfortably.
Then Signe will go on a little shopping spree :) It's actually freeing to not have access to a lot of magical items because it makes other things more affordable.

GM Wicked |

@Ramundr: Yes the cold weather gear will be a must. You also posted snow shoes over in another game's discussion thread, and it's reasonable to assume those would also prove useful. I think your Lore choices are narrow enough. We can have some fun with those :).
@Signe: No, no one's asked this. The Core Rulebook lists "Poor" as 3 hs/month, and "average as 10 hs/month. And yes, I agree the lack of magical items allows us to get creative in other ways!

Ótryggr Grímsson |

Sorry, big family weekend on this end.
Question: I like the idea of eventually owning my own ship and going Viking. Do the skulls and shackles sysem cover the costs and details of buying outfitting a ship like that?

GM Wicked |

Yes, a colossal longship was added in Ultimate Combat and costs a meager 10,000hs to build!

GM Wicked |

If everyone is ready, we'll set sail tomorrow!

Ramundr Æiþorn |

After everyone chooses what they want from the loot, can we sell it for hack silver? A masterwork spear seems out of reach before the voyage, but Ramundr would like to purchase a long bow maybe.

GM Wicked |

The loot has already been "sold". That's where the 715hs came from :). Acquiring a mwk spear is definitely possible.

Ramundr Æiþorn |

Great, but should I just enter a withdrawal on that page somehow?
Also, and to the major point, is anyone interested in using the dagger of venom, or is everyone ok with it being sold?

GM Wicked |

@Ramundr: I tend to manage the loot up until we "liquidate" and divvy the proceeds among the PCs. At that point, I leave it up to you to track your wealth. The Loot spreadsheet does contain a tab at the bottom for each PC, and that's for you to track your inventory if you want to. You could also keep track of it in your profile page. Whatever's easier.
When a player wants to claim an item, it's incumbent on him or her to insert their name on the loot sheet under the "Liquidated Value/Destinatinon" column, or I just assume it's to be sold.
The dagger of venom, along with everything else that wasn't claimed, has already been sold and included in the dividend I announced on Friday. I've only waited to delete the loot in case there were any questions. For clarity, I've now wiped it clean.
Does that answer your question?

GM Wicked |

Correct. Generally, science is not developed here. Our technology level is high middle ages as described in the guide, which puts us just ahead of the dark ages. Not to say such things don't exist, but they're beyond our experience. We can handle this on a case by case basis.

Ramundr Æiþorn |

I've never played a medium armored character.
This armor check penalty is pretty rough!
-5 for Chain mail or -4 for breast plate. I went masterwork on the small shield so, that doesn't have a penalty at least.
So few skills..but I'm going to have to sink some in acrobat check.

GM Wicked |

@Ramundr: welcome to fighter!
Re taking 10: The availability of taking 10 is something that has confused me for a long time. I've now found this post from James Jacobs, which I suppose is now the rule in my games. So going forward, yes you can take 10 whenever your character is not in immediate danger or distracted, for any skill (even knowledge).

Signe Oddvardottir |

What kind of negatives is Signe looking at if she chooses to use the flat of her battleaxe to try to bludgeon the creatures?
Also, I'll be away from Feb10-17. I will have access to internet but I'm not sure how much time I'll have to post. Please bot Signe as needed.