
GM VICTORY |

This is the thread for The Big Rush run by GM Victory.
The players are Tom Qadim, Torillan, Sully, Mythril Dragon, Harden Sull, and Curious
Use Pathfinder Beta to create PCs of 5th level.
Attribute array: 16, 15, 14, 13, 12, 11
Max HP per level
Two starting Traits
Standard Equipment:
Weapons 1,500gp
Protection 1,400gp
Limited Use 500gp
Gear 200gp
A background isn't required but can't hurt. A few sentences to a short paragraph is fine. I'll throw in a bonus something for it.

GM VICTORY |

Everyone's character has had a chance to get introduced and at least used to one another during the trek to Merzel's Fall. No one has to be best buddies but are at least respectful to each other.
Invisible Castle can be used for dice rolls.
I will also accept "Take 10" even on combat rolls and saves. If you "Take 10" on a combat roll that hits, minimum damage is inflicted. If you like, think of it as a probing attack or a desperate swing.
If you "Take 10" on a saving throw that succeeds, the character is dazed for that round. Similarily, this can be thought to be an instinctual act or risky gambit.
When it comes to combat and saving throws I like some descriptions of the action being undertaken. It does not need to be detailed or involved, just some narrative. (Ex: "I step inside his guard and try to drive the dagger into his chest"1d20+8=19, Or "Argan braces himself behind his shield as the fireball's flames wash over him").
My 3 Rules of GMing:
1. My goal is for everyone to have fun
2. My job is to be fair. No "rocks fall, everybody dies" unless the players have dug themselves that hole and refuse to climb out.
3. I'm not going to remember your advantages but I will keep track of you weaknesses. My monsters and bad guys deserved some kind of chance. :)

Thurgar Drelve |

Oh, items, etc. Crap, gotta finish that today.
Um, is it ok if I use the roller at penpaperpixel since my work is bizzare and blocks Invisible Castle. (It blocks lots of random websites. But if I wanted to buy pr0n off Ebay well, that's all good. Go figure.)
I'll just roll there and post the results if that's ok.

Kumal |

This may seem an odd question, but since Kumal already made a very fine post, I figure I'd better ask.
Are we already in Merzel's Fall?
I was under the impression it would start on the way to Merzel's fall, not actually in the town.
I am quite possibly mistaken in this. :)
I assumed that since the DM described all of the cool NPCs in Merzel's Fall, we had already hit town and even taken the caravan job that was described. If I'm worng, I'm sure our DM will set me straight! ;-)

Kumal |

Are we starting with any coin at all? I didn't keep any "extra" after buying my gear because I didn't figure that accounted for actual money. Just wondering if my coin pouch has any weight to it at all.
I had a lot of extra gold too, but I decided to ditch it all. I figured Kumal would be back to his coinless vagabond stage by now.
For now, he's going to have to depend on Garyn's winnings to keep him fed and housed! ;-)

Thurgar Drelve |

Yeah, I have money. Thurgar, being a dwarf and a merc, well, he hoards his gold until he finds something he wants to spend it on. A shiny shield. A comfortable companion. A barrel of beer.
So, he currently has some cash, I'll just have to mind my P's and Q's so I don't lose it all gambling.
All of that is ooc of course, just wanted to see if I'm doing it right...

Curious |
Background
The chief was muttering. When the chief muttered it normally meant that some orc was about to accidentally fall off the cliff, eat the wrong type of mushroom, or happen to be standing in the wrong spot when a rock fell off a ledge. Kerl wondered who it was this time. Then chief looked at Kerl and asked him why Kerl was talking to birds. Did the half breed think he was too good to talk to regular orcs?
Later that night Kerl packed quickly. He wondered where he could go. Somewhere far he thought. To travel far meant gold and Kerl had little. Then Kerl remember a female gnome that sold weak scrolls. Her name began with a Z he thought. Maybe he could sell her some of the scrolls he had made for gold. Maybe she knew of someone that Kerl could travel with for some reason. Kerl tried to think of another idea but one idea was normally his limit for the day. He took his pack and headed down to the stables. The chief would not be happy about the missing horse and less happy that it dissappeared without leaving a single track. Kerl planned to be too far away to care.

Sully |

Sully wrote:Are we starting with any coin at all? I didn't keep any "extra" after buying my gear because I didn't figure that accounted for actual money. Just wondering if my coin pouch has any weight to it at all.I had a lot of extra gold too, but I decided to ditch it all. I figured Kumal would be back to his coinless vagabond stage by now.
For now, he's going to have to depend on Garyn's winnings to keep him fed and housed! ;-)
Didn't put points in profession(gambling) fer nuthin'!
:D

Curious |
Here is my character
Kerl
Half Orc Druid level 5
Str: 15 / +2; Dex 16 / +3; Con 14 / +2; Int 09 / -1; Wis 18 / +4; Cha 12 / +1
Saves F/R/W +6/+4/+6 Speed 20ft
AC 19 Touch 13 Flat footed 16
BAB +3 CMB +5 Initiative + 5
HP 50
Traits: Reactionary, suspicion
Racial traits – Dark vision 60ft, Favored class Druid, orc blood
Class features – Nature sense, Wild empathy, Woodland step, Trackless step, Resit natures lure, Wildshape 1/day, Fire domain - Firebolt d6+2 range 30 ft, Burning hands 5d4 15 ft cone 2/day
Skills Fly +6; Handle animal +8; Heal +9; Knowledge nature +6; Perception +10; Ride +8; Sense motive +12; Survival +11
Languages: Common, Druidic, Orcish
Armor: Hide +1, heavy wooden shield
Weapons
Darkwood masterwork short spear to hit +6 damage d6+2 critical x2
Cold Iron masterwork scimitar to hit +6 damage d6+2 critical 18-20 x2
Silver dagger to hit +6 damage d4+2
Sling to hit +6 damage d4+2 range 50ft (10 bullets)
Scrolls Lesser restoration, warp wood, speak with animals, endure elements, Two Cure light wounds (cast at level 5 – d8+5) Obscuring mist, neutralize poison
Healer kit
Heavy warhorse with studded leather barding and military saddle
Saves F/W/R +7/+5/+2 Speed 50
AC 17 touch 10, flat footed 16
Initiative +1 HP30
Attacks 1 hoof to hit +6 damage d6+4
full attack 2 hooves plus bite to hit +1 damage d4+2

GM VICTORY |

Are we starting with any coin at all? I didn't keep any "extra" after buying my gear because I didn't figure that accounted for actual money. Just wondering if my coin pouch has any weight to it at all.
You can keep any that you haven't spent.
Oh, items, etc. Crap, gotta finish that today.
Um, is it ok if I use the roller at penpaperpixel since my work is bizzare and blocks Invisible Castle. (It blocks lots of random websites. But if I wanted to buy pr0n off Ebay well, that's all good. Go figure.)
I'll just roll there and post the results if that's ok.
That's fine.
This may seem an odd question, but since Kumal already made a very fine post, I figure I'd better ask.
Are we already in Merzel's Fall?
I was under the impression it would start on the way to Merzel's fall, not actually in the town.
I am quite possibly mistaken in this. :)
Your impression is correct. You are on the way to Merzel's Fall, the group has not arrived there yet. It is almost a week away from the proper Pentath Empire border so that travel time is what the group has had to get to know each other.

GM VICTORY |

Since I'm putting together the party "holy man", is their any religion info I should know?
I'm going to assume you are using the deities listed in the Beta rulebook. I'll most likely go with a Good deity.
I should have something up later tonight.
Whatever deity you'd like. On the frontier anything is possible. A solid citizen of the Pentath Empire will belong to the Dominion who worship the Pentath Emperor. Dragon motifs and icons are the symbols of worship.
I assumed that since the DM described all of the cool NPCs in Merzel's Fall, we had already hit town and even taken the caravan job that was described. If I'm worng, I'm sure our DM will set me straight! ;-)
The NPCs described are those you met after getting hired. They are part of Zelly's caravan that the group is staying about a day ahead.
Two quick creation items. If you want to veto either let me know and I will adjust.
1 I purchased a warhorse with my weapons money.
2 I took scribe scroll and using the limited coin to create scrolls instead of buying.I just need to pick an animal or a domain and my character is done.
I have no problem with either one.

GM VICTORY |

I decided to stay with the gnome sorcerer arcane bloodline 3 / rogue 2. Got most of him done but its to late to finish getting him posted. Nye Wajid should be finished sometime tomarrow.
Okie doke.
Good opening posts on the PBP. Let's treat them like a flashback scene as the group recalls the last time they were in "civilization". :) Everyone who hasn't posted can get in on the flashback and then we'll jump ahead to one day out from Merzel's Fall.

GM VICTORY |

Garyn's Background Bonus:
Your mother would sing you a song when you were sick while she brewed up a cure. It never tasted any good but it always made you feel better. It wasn't until you were feeling sick during your journey's alone that you thought about her song. You realized that the ditty was a recipe! Following the tune's instructions and drinking it worked. You immediately felt better. You've given it to others and it never seems to work as well for them. You can brew one dose of cure in an hour. It heals 1d6+1 hp for you. Anyone else that imbibes it only heals 1 hp. Drinking more than one dose of the cure per day is toxic, negating the previous cure's effect and inflicting the same amount of damage as well.

GM VICTORY |

Thurgar Drelve's Background Bonus:
You've been in plenty of scrapes and tight spots. Sometimes you need to get some space to get clear of the fight or find a better position. Make a melee bludgeoning attack with a -2 penalty. On a successful hit, inflict normal damage and the target is knocked back 5' on a failed Fort save, the DC is equal to the attack roll. If there is no room for the target to move, the target is dazed for 1 round.

GM VICTORY |

Kumal's Background Bonus:
After striking down a foe, you revel in your prowess by shouting loud enough to attract your ancestors notice. This wild cry can unnerve your enemies. After you reduce an opponent to 0hp or less with a melee strike you can give a triumphant howl as a free action. Enemies within 30' have to make Will save at DC13 or flee for 1d6+1 rounds. Subsequent howls have no further effect during the encounter.

Sully |

Garyn's inventory is done, Barleby's stats are up, and I figured out my gold.
Finally ready to go! Check me out Vic, and make sure everything is cool. I'll change whatever - if anything - needs changed. I did make a couple gear modifications when I had a book in front of me, but didn't exceed gold limits on any section.

GM VICTORY |

Kerl's Background Bonus:
After practicing a whole bunch, you learned how to hold the heat of a fire bolt close to yourself or someone else. You just need some practice controlling it...As a standard action you can grant cold resistance to yourself or someone else equal to the damage roll of your fire bolt within a normal fire bolt's range.

GM VICTORY |

Garyn's inventory is done, Barleby's stats are up, and I figured out my gold.
Finally ready to go! Check me out Vic, and make sure everything is cool. I'll change whatever - if anything - needs changed. I did make a couple gear modifications when I had a book in front of me, but didn't exceed gold limits on any section.
Looks fine!

GM VICTORY |

Nye Wajid's Background Bonus:
You never stopped practicing the "forbidden art" and have learned to direct necromantic energies into yourself or others. A painful process either way. As a free action, lose 2hp and add 1d6 damage to your next melee strike. Only one attack can be enhanced this way per round. The hp damage can not be reduced in any way.

Curious |
I have updated my scroll list and added misc gear
Scrolls
1st Lesser Farie Fire, speak with animals, Cure light wounds x2, Obscuring mist, Magic Stone, endure elements.
2nd lesser restoration, warp wood, soften earth and stone
3rd neutralize poison
Other gear: Healer kit 10 uses, Cold weather clothing, rope, backpack, scroll cases, ink and parchment.

Nye Wajid |

I made a couple of changes to my spell choices after working out the background and reflecting on your choice of a background bonus trait. I wanted to focus more on the necromacy aspects of the character and make them more forefront in the concept than I had originaly thought when I was buidling the character and selecting spells. Since we haven't done any combat or casting I figured it would be ok. If its a problem let me know and i will chage back.

GM VICTORY |

I made a couple of changes to my spell choices after working out the background and reflecting on your choice of a background bonus trait. I wanted to focus more on the necromacy aspects of the character and make them more forefront in the concept than I had originaly thought when I was buidling the character and selecting spells. Since we haven't done any combat or casting I figured it would be ok. If its a problem let me know and i will chage back.
No problem at all.