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Are these available?
Horse 75 gp (combat-trained 110 ?)
Military saddle 20 gp
Bit and Bridle 2gp
Saddlebags 4 gp
scorpion whip 5gp
silk rope 10 gp
cold iron dagger 4gp
bear trap 2gp
winter blankets 5 sp each
tents (15 gp for a 2-man tent)
Yes.

Roga Beastfriend |

Since we're knights now, do we have the right to heraldry? Because I totally want to have a coat of arms. I teach children IRL, and during our Knights and Ladies unit we made heraldic coats. Mine was sweet, I should draw it again and upload it.
Does Roga know what a tiger is? Because it totally involves tigers.
Edit:Also, now that I'm a knight I need a better moniker than beastfriend. So I think I'm gonna make a new alias called Sir Roga. His culture is based off mongolian culture, and apparently they don't use family names. Also, he wouldn't claim his father's name even if he could (which is the modern Mongolian naming convention).

Inuki Tailspinner |

Jutmon, good call on burning hands. I have a feeling we will see those trolls again.
I guess nobody has disable device in class (only rogues and alchemists). I will probably pick it up since you can't do it untrained but if someone else wants to I will get something else. I don't know if anybody beats my +3 DEX.
Any specific knowledge skills I should get? I have +2 on all of them but +6 with 1 rank. I already have history and was going to get local but if someone else has that I could go with geography (anyone have that?) or something more exotic.

Roga Beastfriend |

Trapper ranger archetype has disable device as a class skill. I don't think Hammas actually has that archetype though. Perhaps if she wants, DM might let her retroactively apply it? It seems to fit her character well. If not, I think we'll survive. We might find a few traps out in the wilderness, but not as many as we would in a dungeon. Besides, without trapfinding you have to declare that you're looking for traps. Even if you do the paranoid, "I'm always taking 10 to look for traps!" then you're still gonna miss most of them unless your perception is more than +10.

Hammas |

Good idea Roga. Unfortunately, I'd still have to declare each time I'm looking for traps. No trap spotter talent for me. During creation I looked at the wealth gain for level two and cut it in half, since we were about half-way there at that point. That's where the extra wealth came from. Mistake on my part. Cutting Hamas out of Kresten's reward should balance things out, I think. Oh, I'll buy your chain shirt if you don't mind.
Akinra, if you're cool with it I'd like to change Hammas to the Trapper archtype. The only thing this would change is rearranging skill points a bit to have Disable Device.
Inuki, I don't think anyone else has local or geography. I was planning on doing that later, but with disable device, survival, stealth, perception, handle animal, and knowledge:nature, I'm full up. Bleck.
Alright, so 100 gp for me.
30gp Thieves tools, if trapper archtype
50gp Chain shirt, from Roga.
10gp Acid, if available.
Once we're done here, I vote that we head for the bandit camp.

Hammas |

Correct Nareth. Find traps does let you find traps, and effectively gives you the trap spotter talent. It doesn't let you disable them though.

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You can do whatever you want with your character, including a complete rebuild until you leave Oleg's Trading post. Once you leave, you are who you are. I kinda minimized and bloated xp gains so you would have a safe harbor/rp location to rebuild in if anyone choses that route.

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Oleg will provide 10g for the rare hide, and 1gp for each common hide (Elk).

Sir Roga |

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I like to arms. Soon, you may need to take Flagbearer! Or convince Inuki to take the feat. . .
Yes. Any materials you need are available. He also has traveller's spell books in addition to the larger version. (I believe you can find them in either the APG of UM, forget which).

Inuki Talespinner |

OK, updated my skills. Figured another Knowledge: Local couldn't hurt. Got a lot of CHA based skills so I can intimidate now.
Buying the following:
horse, combat-trained 110
mil. saddle 20
bit and bridle 2
scorpion whip 5
silk rope 10
saddlebag 4
2 winter blankets 1............new total 153.
Not sure of the exact total I should have. Had 3 gp upon leaving Oleg's the first time.
Do we have any tents? Two-man ones are 15 gp. Stealthier than a giant pavillion.

Wolfwaker RPG Superstar 2013 Top 32 |

I figure the 5 new knights got 80 gp each and all 6 of us got 100 gp for the wurm head. What else am I missing? Coin and treasure we found? I will hold on to my stag amulet; it might come in handy. If Hammas got more than 80 she can pay for some tents or horses or something.
GM: Can I get Lamellar leather armor here (or retcon that into my initial equipment) cost is 60gp vs 25. Fits my eastern origin. (+1 AC, ACP is 1 higher, +5 lbs.)

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You can rebuild as per the PFS rules.
So, you can add up all the gold you have received until now, tack on your 150g starting, and redo purchases if you like.
By my rough count:
150g start +80g +100g (this turn in) + 3 gp wyrm stash, +7 hp Happs, +35 gp sold off items to Oleg = ~355
+ 4 vials Alchemists fire, 3 CLW potions, and a couple horses (one now eaten) and the gear you did not sell (such as the +2 Str composite bow).
You are still behind on the WBL, but closing in.

Jutmon Symber |

WE should chip in on 2 of the two man tents. I think Hammas already had a tent of her own.
So Jutmon is buying:
light warhorse 110gp
bit & bridle 2gp
saddle 10 gp
saddlebags 4gp
1/5th share of tent 6gp
scribe scroll: Summon Monster I 25 gp
scribe scroll: Invisible Servant 25gp
Total: 182
So, 2pp 3 gp left over. (It's good to have some spending money.)

Inuki Talespinner |

There are 6 of us so we need at least two 2-man tents (15 gp each) and another 1-man (10 gp).
I have redone my inventory, upgrading my armor (need to adjust my ACP) and losing the shield (can't cast with it anyway) to stay under my encumbrance limit. Changed my instruments to something more Asian (koto, a Japanese harp or zither, and horagai, a shell trumpet).
Rebuilt inventory, items and cost (355 gp to spend)...will put on char sheet later.
2 scorpion whips 5+5
lamellar leather armor 60
cold iron dagger,4
rapier 20
shortbow 30 (given away)
longbow, 0 (looted from bandits)
horse, combat-trained 110
mil. saddle 20
bit and bridle 2
saddlebag 4
2 winter blankets 1
rope 1
grappling hook, 1
horagai (shell trumpet) 5
koto (harp) 5
pathfinder's kit 12
(backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone)
10 flasks oil 1
spent so far: 285/355
Combat gear and weight
scorpion whip 3
lamellar armor 25
cold iron dagger 1
rapier, 2
longbow 3
quiver + 20 arrows 3
horagai (shell trumpet) 3
3 flasks lamp oil 3
total weight: 43/43

Eleanor Lokrien |

Due to absurd time I have written a guide!
Link
It amused me, so I had to. Working on three more at the moment, just testing them out to see if I find any real advantages:
Guide to the Master Summoner
Guide to the Synthesist
and
Why Charisma? Isn't that a Dump Stat? a brief overview of the Bard, Oracle, Summoner, Sorcerer, and Leadership

Hammas |

Cool. Thanks for posting. Will review when I have time.
In other news, let's go people. We're in danger of losing our murder-hobo status.

Inuki Talespinner |

They are all mounted, right? (You have them as medium and us as large.)
Here's a reference for mounted combat, correct me if any of this is wrong.
Ride DC 5 guide with knees; stay in saddle
DC 10: direct combat-trained mount to attack (free action)
DC 15: use mount as cover (reaction)
DC 20: control an untrained mount in combat (Mounted combat rules)
Light riding horse: AC 11, HP 15, 50 feet move
melee: 2 hooves -2 (1d4+1) (Combat training makes the attack bonus +4)
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Handle Animal DC 10 to get it to do one of these tricks (DC 12 if wounded).
Charge: +2 attack, -2 AC
Must be unimpeded in a straight line and at least 10 feet. Can do a double move and attack.
Mounted Combat
These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.
Mounts in Combat
Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn.
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.
A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.
Combat while Mounted
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
Casting Spells While Mounted
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).
If Your Mount Falls in Battle
If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped
If you are knocked unconscious, you have a 50% chance to stay in the saddle (75% if you're in a military saddle). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.

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Some quick clarifications:
They are on foot.
You are all mounted. DC 15 use mount as cover is an immediate action, but recovering is a move action, no check required.
When on Horseback, you also get +1 to hit from higher ground.
Handle Animal will do any trick the animal is trained for at DC 10. Anything the animal is not trained for is a DC 25 check to 'push'.
Charge is +2 to attack, -2 to AC for both you and the mount.
There is nice soft snow to catch you if you fall, so I am reducing the damage from falling off to 1d6-1.
If you have Mounted Combat, you can attempt a Ride Check (DC=Attack roll of opponent) to nullify one hit against your mount.
Non-Combat Trained Mounts require a DC 20 ride check (Move action) to control the mount, or you can dismount, or quick dismount (Also DC 20). If you opt for the Control a non-combat trained mount, and fail, the move action becomes a full round action.
I am not considering your mount to be in combat until your mount feels threatened (e.g. someone shoots or shoots at you or your mount.) Until then, the mount is blissfully unaware.
Other than that, yep.

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Yes, depending on how fast you move will alter the DC of the attempt.
Casting Spells While Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).

Arizhel |

You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

Sir Roga |

"When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted."
My interpretation of that is that yes, you can make a single melee attack at the end of your mount's run with no penalty. DM might say differently. However since the mount isn't taking the charge action you wouldn't get the +2 to-hit like you would on a charge.

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Yes, you can get a single attack at either the 1/2 way point of a run or double move. You can also chose to take your attack at the start, or end of any move. Lastly, you cant do a full attack, but that isn't much of an issue yet, since there are no iterative attacks yet.
-4 for double move + Attack
-8 for run and + Attack

Sir Roga |

Well that's for ranged attacks. Melee should be unpenalized by my reading. The jostling of the horse makes it hard to shoot, but not to lean over and chop someone. Only reason I'm saying this is he specifically asked about melee.

Hammas |

Correct. Have to use a shortbow.
No idea about melee attacks. A double move is essentially a charge. Not sure if you can make melee attacks at a run. If you can, I'd probably say it counts as a charge, but perhaps no bonus or even a penalty to attack instead of bonus, since you don't have as much time to line up the attack. Then again, maybe it has a bigger bonus to attack, but increased AC penalty.

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I am looking up a more definite answer for melee, in the mean time, I will let you for now. Dont want to hang things up, generally there is a feat tree that allows you to do this.

Sir Roga |

"You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted...."
You should consider a horse for your animal companion at fourth Hammas. Not as 'cool' as a wolf, but they are pretty useful, and not exactly weak in combat either.