But for real, Vee's average result when making animals friendly is enough to bump them from Hostile, "Will take risks to hurt you", all the way up to
Friendly, "Wishes you well".
Assuming they start at Indifferent at worst, considering they are newborns, she
automatically brings them to Helpful, "Will take risks to help you".
That won't give her the ability to magically age them to a useful state. That's still years of time.
Ah, but that is where Vee's Heal mod of +21 (with MW tools) and Waymar's +20 to Craft (Alchemy) come in.
I'm pretty damn sure that with a Take 10 value of 30+, it will be trivial to develop perfectly heathy growth hormones. Not to mention their "all in" skill check, aka Taking 20, in order to develop such a thing, is
over fourty.
And Vee can use scrolls of Divine Insight.
Besides, we are back to three month turns, and animals usually grow naturally in a couple of years to useful ages, no? We are 6 years from canon.
I'd actually wouldn't mind to take a break from powerleveling after the party reaches level 10 and focus on enterprises such as this.
Would rather save the cash for making the Doomship MkII, AKA the Flying Doomship...of DOOM!
Oh, I'm absolutely in favor of studying the Flying Ship blueprints and upgrading the Doomship asap.
Then we slap some Planar Sails on it, and we can travel the damn multiverse on board. All luxuries included.
How about Half-Hand, who was noted as a good administrator, as Master of Ships and Moonsong as our de facto Admiral?
The enterprising Iron Born I mentioned?
I'm not keen on Moonsong that high, she might be a kickass captain, but commanding a naval battle is very, very different to a simple engagement, even multi-ship ones. She'd probably want to be in the thick of it.
But really, thinking about it, a Knight Wing of 12 would be pretty awesome and likely effective as a unit. 10 Knights and a Knight-Sargeant on Warbeast Hippogriffs, the Sargeant possibly with a +1 weapon with a crytal, the Knight-Captain on a Magebred Warbeast Griffon with a +1 Valorous Lance.
Get them composite longbows, a lance, a thinblade and heavy shield, and they are a supremely versatile unit. Especially if you mix in some mages of either stripe.
The specialization means they'd be able to punch way above their weight when using Lances, have their mounts take Fly-By-Attack and the riders Ride-By-Attack, they can deal double damage on a melee attack, have their mounts attack, and be far,
far away from retribution by the end of their turns.
Said Knight-Captain would be doing a whopping
quintuple damage with a Valorous lance. Say he has 18 STR to make things easy on the math, so something to the tune of 5d8+35 damage on each pass.
That's enough to drop a lot of stuff in one hit. Especially if he adds, say, a 5d6 Shocking Grasp.
Meanwhile, for fighting landbound foes they can just rain arrows with impunity on them.