Re: OT: Narf has gone looney and wants to GM.(Edit
Server down.
Narf showed up. We explored the third area to death. Lots of fire and ... Burning! Burning! AHHH!!!!
Also, a note, some ashes, and Jacob now has "about 20" Alchemist's Fire potions.
Now that we are out of combat, can I get an exact count on those?
Also, can I pick up an Animal Companion offstage and between plot points as we are right now? If so, Wolf, and I think I'll be wanting to swap out SpellCraft (as yet unused by Jacob (Jake used it, but he's gone)) for Handle Animal and swap out Jacob's Quicken Spell feat (also as yet unused) for Animal Affinity (for training - Hunting strikes me as the best package, selecting the bonus trick "defend"; with a Druid's +4 for Handle Animal rolls on their animal companions, the +2 from the Animal Affinity feat, and +5 from skill, Jacob could take 10 on the roll and get 21 - beating the DC 20 for the Hunting training). A wolf is a forest creature (it's in the description) and so Jacob will be able to converse with it (providing a DM mouthpiece, if needed, and a means for having the wolf scout an area and report back), and a wolf has some ranks in Hide, Listen, Spot, Move Silently, and Survival, as well as being one of the more combat-capable of the Druid's Companion Animals.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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