
Keshokkar |

Aw, heck yeah! Eight days in Spain, seven days in Morocco, seven more in Italy, then back to Hamburg 'cause that's where our flight home is.

Arianna Moonwood |

:(
Aw man, that sucks. Good luck with your computer shopping.

Rhiannon, the Geokineticist |

I'm here. o wo/ And there is absolutely no reason to be concerned that I responded so quickly to your question. I'm definitely not refreshing my campaigns page ten times a minute or anything. And even if I were, there would be no reason to be concerned.
*Kidding*
...
*Probably*

Arianna Moonwood |

Right, checking out the secret room then!

Rhiannon, the Geokineticist |

Levelup Summary:
Level: Kineticist 3
FCB: +1 HP
New Feat: Precise Shot (Oh, how you were needed. XD)
New Class Ability: Elemental Overflow +1
New Infusion: Kinetic Blade (So I can hit in melee if I have to - also, not many other options are available at this level.)
Various skill buffs (mostly to stuff she's already taking)
----
Pretty straightforward levelup, all things considered. XD Nothin' too fancy or complicated to worry about.

Keshokkar |

Bloodrager 3
FCB: +1 skill point
Feat: Iron Will
Skills: +1 Disable Device, +1 Perception, +1 Spellcraft, +1 Fly, +1 Acrobatics
Class Ability: Blood Sanctuary (+2 on saves vs spells cast by allies/self)

Arianna Moonwood |

We can roll for HP, right?
HP: 1d10 ⇒ 4 Well, bit of a crappy roll, but better than the 1 I was expecting.
- +4 HP from roll, +2 from CON, +1 from FCB
- +1 to Will saves
- Favored Terrain: Underground
- 7 new Skill Points
-- +1 Acrobatics
-- +1 Heal
-- +3 Knowledge(Religion)
-- +1 Perception
-- +1 Stealth
-2 new Background Skill Points
-- +1 Craft (Bows)
-- +1 Profession(Cook)
- Precise shot, because no matter what I plan on, It's a sure bet that I'll be firing into Melee.
Arianna Moonwood
Female agathion-blooded aasimar (idyllkin) ranger 3 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 30 (3d10+9)
Fort +5, Ref +6, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +6 (1d4+3/19-20) or
. . cestus +6 (1d4+3/19-20) or
. . dagger +6 (1d4+3/19-20) or
. . gladius +6 (1d6+3/19-20) or
. . handaxe +6 (1d6+3/×3) or
. . longsword +6 (1d8+3/19-20) or
. . quarterstaff +6 (1d6+4) or
. . unarmed strike +6 (1d3+3 nonlethal)
Ranged mwk composite longbow +7 (1d8+1/×3)
Special Attacks combat style (two-weapon combat), favored enemy (undead +2)
Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—summon nature's ally II
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +3; CMB +6; CMD 19
Feats Endurance, Point-Blank Shot, Precise Shot, Two-weapon Fighting
Traits reckless, talented
Skills Acrobatics +9, Climb +7, Craft (bows) +8, Craft (clothing) +7, Craft (leather) +7, Handle Animal +10, Heal +8, Knowledge (nature) +5, Knowledge (religion) +4, Linguistics +2, Perception +9, Perform (sing) +9, Profession (cook) +8, Profession (trapper) +7, Stealth +9, Survival +9, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ favored terrain (underground +2), track +1, wild empathy
Other Gear mwk studded leather, arrows (20), cestus[APG], cestus[APG], dagger (4), gladius[UC], handaxe, longsword, mwk composite longbow (+1 Str), quarterstaff, backpack, bedroll, belt pouch, box of fishing tackle (2 lb), cutting board, wooden (2 lb), explorer's outfit (2), fishing pole, simple (1 lb), flint and steel, hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), masterwork bowyer tools, masterwork leatherworking tools, masterwork tailoring tools, mess kit[UE], pot, pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), twine (50')[APG] (2), waterskin (3), winter blanket, blue quartz (worth 15 gp) (2), gold nuggets (worth 4.5 gp), rose quartz (worth 35 gp), 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Brianna Moonwood
Female agathion-blooded aasimar (idyllkin) druid 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (2d8+4)
Fort +5, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d3+3 nonlethal)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—summon nature's ally II
Druid Spells Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds (2), shillelagh (DC 14)
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 13, Wis 17, Cha 18
Base Atk +1; CMB +4; CMD 17
Feats Celestial Servant[ARG]
Traits reckless, talented
Skills Acrobatics +4, Climb +7, Craft (bows) +5, Craft (clothing) +5, Craft (woodworking) +5, Handle Animal +10, Heal +8, Perception +8, Perform (sing) +9, Profession (cook) +7, Profession (tanner) +7, Spellcraft +5, Stealth +4, Survival +11, Swim +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Druidic, Sylvan
SQ nature bond (celestial owl named Shadowwind), nature sense, wild empathy, woodland stride
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Shadowwind
Celestial owl (Pathfinder RPG Bestiary)
N Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge, +1 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +3
Resist acid 5, cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee unarmed strike +3 (1d2 nonlethal) or
. . bite +3 (1d4), 2 talons +3 (1d4)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Acrobatic, Dodge
Tricks Attack, Come, Deliver, Down, Fetch, Fighting, Get Help, Stay
Skills Acrobatics +4 (-4 to jump), Fly +10, Perception +7
SQ come, deliver, fetch, fighting, get help
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver [Trick] Delivers item to indicated point or person.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Fly (80 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.

Zatinya |
As Arianna and Rhainnon point out, we get to roll HP, with 1 reroll but must accept second result if so.
HP: 1d8 + 2 ⇒ (6) + 2 = 8
Which is why I'm just keeping this one.
Bard 2 / Rogue 1
+8 HP
+1 BAB
+1 Ref / Will
Combat Juggling!
Evasion
New spells:
- 1st: Saving Finale
- 0th: Dancing Lights
Feat: Elemental Strike (same as Arcane Strike but with fire damage)
Skills: Acrobatics, Knowledge (arcana) x2, Knowledge (engineering), Knowledge (local), Knowledge (religion), Sleight of Hand, Spellcraft x2

Arianna Moonwood |

Oh in that case.
HP: 1d10 ⇒ 5 Woo! 10% better this time!

Gren Redbridge |

Alrighty then. Let's see what happens at level 3.
HP Roll: 1d8 ⇒ 3...just below average. YOLO let's try again.
HP Roll: 1d8 ⇒ 5...phew
FCB - 1 hp
Con bonus - 1 hp
Abilities
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.
I guess it's nice but I have sooo many skill points that it doesn't help all that much in the end.
Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Traps...where have we seen traps before...
Investigator Talent: I think the classic choice is infusion so that the investigator can buff his comrades...but I really think Gren is neither selfless enough nor bonded enough to this crew to really think along those lines. So in that case I think I'm going with Mutagen.
Feat: Weapon Focus (Rapier) - I'm hoping that we stop fighting so many skeletons or this will bit me in the ass.
Skills:
Adventuring Skills (9/level)
Acrobatics, Diplomacy, Disable Device, Knowledge Religion, Perception, Sense Motive, Spellcraft, Stealth, UMD
Background Skills
Craft Alchemy x2
New Formula: Heightened Awareness

Rhiannon, the Geokineticist |

If it helps, we're close to Bard's Gate and should be able to buy a lot of stuff there if we have more money than time. ^^

Red DM of Doom |

GM - Do you ever foresee us having downtime for crafting? Just wondering if I should plan any alchemy crafting or even use feats or investigator powers.
When you get to mid levels, you'll be able to take regular downtime. Until then, you'll more or less be stuck out here, unless you explicitly decide to make the treck back to civilization.

Arianna Moonwood |

Hey, GM, can you clarify whether we need to rest before leveling or not?

Red DM of Doom |

Arianna finds two potentially suitable sites to make camp within 20 minutes of the entrance.
One is a small cave in the same large rock formation that the burial halls are carved into. You'll be really well concealed here, and there's even a natural chimney in the cave that'll allow smoke from a fire to escape. That said, there's a number of small fissures in the back of the cave that you can't get into. They might allow small-sized creatures to squeeze through, and if the fissures connect to other tunnekls, you might be attacked by dire rats or kobolds or other such vermin during the night.
The other option is a forest clearing, seemingly free of spiderwebs, and with a creek nearby. Not nearly as secluded as the cave, but there's no mysterious fissures to worry about.
Once you've decided where you camp, you should also decide if you set a watch schedule, and if you make a campfire or otherwise keep a light nearby while you sleep.
Fire will probably keep animal predators away, but might attract other sorts of attention. This is less of a concern if you sleep in the cave.

Arianna Moonwood |

Cave as well. We can always rig something to keep the vermin at bay.
She'll learn, but for now she's pretty naive. I can't wait until we get a chance to o go to Balder's Gate.

Rhiannon, the Geokineticist |

As mentioned, I'm happy as long as I'm not the first watch, since I'll be the most refreshed and ready to go at that point. XD (For that matter, I can also recharge if we take a break in the middle of the day or something.)
As for keeping vermin out... well, they may have a hard time getting through a wall of rock across the entryway, no?

Keshokkar |

Kesh has a chain shirt, Pathfinder still lets you sleep in light armor right? Any shift suits him just fine.