
Bolgrith |

Bolgrith would be interested in some of the dwarven armor. Particularly any medium armor superior to scale mail. He'd also like any books or non-magical scrolls, basically anything that gives him a better grasp of the area, or Sunderlands. He doesn't have much coin, and no jewelry that I know of. But if he can barter for stories and tales, he DOES have a wealth of knowledge. heh.

GM Netherfire |

Among the dwarven equipment, two rune-marked breastplates (200gp), one suit of rune-marked scale mail (50gp), a shirt of chainmail (100gp), and a suit of chailmail (150gp). Another rune-inscribed breastplate looks to be of a much higher quality, with Torag's hammer inscribed on the center of the chest along with intricate knotwork, priced (350gp). There is a plaid coat of a clan's pattern. By the look of the stitching and structure, it is a coat that contains metal plates along the lining (50gp). While technically a medium armor, it looks to be as easy to pull on as a jacket. There is also a silvery mace with runic damnations against the undead (102gp), and a cold iron warhammer that also bears ill-wishes against the fey (24gp).
There are several weapons crafted from bone, shell, and stone: ten scimitars (15gp), twenty short swords (10gp), seven bone longbows (75gp), ten shortbows (30gp), five composite +1 shortbows (150gp), fifty bone daggers (2gp) and one large, hook-shaped weapon that bear a resemblance of a scythe (18gp). The only merfolk armor you can see are barbed bone gauntlets (55gp, count as bucklers for AC, ACP, and weight, but treat as spiked gauntlet for weapon damage).
The potions available are three of Cure Light Wounds (50gp), four antitoxin (50gp), ten acid flasks (10gp), and beside the chest of bottle is a healer’s kit (50gp).
Please list what you get, so that others don't buy the same thing.

GM Netherfire |

You will find the stats for Armored Coat HERE.
This is a traditional market scenario, where your gear can be sold/exchanged for half of its market price.
A Diplomacy check might help.

GM Netherfire |

Sorry for the delay this weekend.
The smile doesn't help.
If you are not going to buy anything, say so. I want to move this along.

GM Netherfire |

Sounds good. After exchanging the mace and shortbow, the silver mace should cost 91gp.

GM Netherfire |

The percentage dice to hit can be confusing if not addressed, so here it is:
20% concealment means if 20 or less is rolled on a 1d100, the attack misses.
50% concealment means if 50 or less is rolled on a 1d100, the attack misses.
Concealment represents external conditions that factor into your chance to hurt something (usually a condition that does not affect the target's AC). Examples can be poor lighting (for those who do not have darkvision or low-light vision), or swinging blindly around a corner. Some spells such as Blur make it difficult to pinpoint where exactly the body is in a certain area, and therefore incur a chance to miss your swing, called a "miss chance".
Questions?

GM Netherfire |

Hmmmmmm. Sure. If on your next turn, you are lowering the net to drag behind the ship, roll a 1d100. If you roll a 25 or lower, you positioned the net in the right spot.
Remember though, they will only be caught if they decide to slow down and not keep up with the ship. You might have to hold it there for awhile.
Or, you can try chucking it at the sea witch. I dunno.

GM Netherfire |

Congratulations! Your experiences have led to an increase in your abilities, you leveled! In addition to your normal advancements, I grant each of you one (1) additional bonus trait from the list below.
Level 2 bonus traits:
Stormrider:
The constant pitch of the deck has taught you to be light-footed and wary. You gain a +1 trait bonus to Fortitude to avoid taking damage from storms while at sea, or Reflex saves to keep your footing while on a ship. Once you pick one of these bonuses, you cannot use the other.
Starwatcher:
The ship navigator has shown you what to look for among the constellations, and you have learned to be conscious of the skyscape. You gain a +1 trait bonus to Survival to discern north, avoid becoming lost, and forecast weather while at sea.
Rowmaster:
Your time spent among sailors has helped you understand their unspoken work ethic, or lack thereof. You gain a +1 to Intimidate or Diplomacy to command rowing crews. (Intimidate or Diplomacy checks determine the speed/success of rowers, nothing more).
Can You Untie This For Me?:
You learned to tie a vast array of knots while among the crew. You gain a +1 trait bonus to CMB for using rope to tie someone up.

GM Netherfire |

Also, please roll your hit dice here in Discussion. Also post which of these traits you choose. Let me know of any new feats or spells you picked out. You don't need to tell me about new class abilities or skill point allocation. I care, but not that much.
I know two of you are fairly new to this game, so don't hesitate to ask if something doesn't make sense, or advice on picking a feat (if that applies). I'm here all night, folks.
I should make it clear that the class description doesn't tell you everything you get. At every odd level (1st, 3rd, 5th, so on) every character gets what we can call a "standard feat". Some classes give "bonus feats" at certain levels (see the chart in your class description). Some of these bonus feats have a specific list you can choose from. For example, the ranger must choose a bonus feat depending on his combat style (archery, two-weapon, two-handed weapon, so on). The monk's bonus feats are usually centered on Combat Maneuvers (Improved Trip, Improved Disarm, so on). If there is any doubt, I can definitely clear it up for you.
Also, don't forget any racial bonuses that apply to each level, such as the Skilled racial trait of humans. Try not to get that extra skill point mixed up with the Favored Class options.

GM Netherfire |

Bolgrith, you get all the cleric spells automatically. Did you mean that is what you will prepare in the extra slot?

GM Netherfire |

Yeah he does!
I’ll post common knowledge of the Sunderlands when you get there, or when you're close. For now, if you continue to ask about the Sunderlands, it will help with your future knowledge checks. By all means, continue to ask, but just know that Golo or Simon is not going to give away plot points and help you WIN THE GAME before you even get there. You might get specific answers if you ask specific questions; just remember that these are low-level sailors. They might not know much.

GM Netherfire |

You can use the Core Rulebook, Advanced Player Guide, Ultimate Combat and Ultimate Magic. These can be found on the PRD of the paizos.
So yes.

Rolg Naxdag |

That depends on how you see your character. :)
Rolg is a sword and board fighter. It can be great, but it requires lots of feats to be great. 2-handed weapons do a TON of damage at low feat costs, so you could be very versatile.
Again, It really comes down to what you want for your character.

GM Netherfire |

The benefits of some archetypes don't kick in until a later level, but others start at 1st. You would've needed to specify an archetype at 1st level if its benefits started at 1st level.
The archetypes in the Advance Players Guide you are eligible for are the Horse Lord, Infiltrator, Shapeshifter, Skirmisher, and Spirit Ranger. (If you are considering Horse Lord, I will warn you that there will be a fair amount of dungeon-crawling, and most dungeons are not built to accommodate horse and rider.)

GM Netherfire |

I'm waiting for everyone to say they are done leveling. Do some RP if you want. Talk to each other, make friendship bracelets, ask Golo to give you all anchor tattoos.

Rolg Naxdag |

He meant D10, and he rolled a 9 so no harm done :)
Make sure you update you sheet here. It does not appear to be updated. Also, Do you have armor, or any gear for that matter? It is not listed.
Also, did you mean to be chaotic evil? If so, you may want to play that up a bit. So far, I would have no idea.
If you're not sure how that would work, just think of it this way: Alignment manifests in a character's personality.
For example, Rolg will do most anything for enough coin. He will also do anything needed to save his own life, and if that means saving someone else: so be it. Otherwise, Rolg is content to let fate toy with her fellow men as she will. This represents his Chaotic Neutral nature. He is as likely to jump off a bridge as cross it, but he doesn't care about good or evil.

GM Netherfire |

Aladdin, I think the spell you are looking for is Wind Wall. Breeze will help with saves against gases and the like, but it is not powerful enough to significantly affect projectiles.
Wind Wall is the spell that says NO to arrows and bolts.