BWatford's Mummy's Mask Table #1 (Inactive)

Game Master bwatford

Pathfinder Mummy's Mask AP PbP


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Just starting the discussion thread for table #1.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Alexander Pierpoint, present! ^^ I but need to pick my spells and equipment, and I'll be ready to move out.


The start of the campaign will be at an Inn inside the city of Wati called the Tooth & Hookah, this will be the evening before the lottery ceremony and everyone's final chance to form an adventuring company and register for the lottery before it is too late.

To be able to register for the lottery the group will have to pick an adventuring company name for themselves as well as a leader to represent them to the Grand Mausoleum as the Pharasmin priest will not deal with the adventuring company as a whole.

When the campaign thread starts next Tuesday, everyone will have arrived in the city, found lodging very scarce due to the events taking place in the city and have all ended up at an Inn called the Tooth and Hookah. The characters will not know each other as of yet and we will begin there.

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

Neferteri checking in. Thanks for the vote of confidence in my selection. Build is complete but with a wizard and a summoner I might unselect some of my knowledge skills and pick up more physical skills for first level anyway.

I am a long time gamer and role player who lives in north Alabama, so central time zone. I admit to a little min/maxing at times as that part of the game is also fun to me.

Alexander, if you want advise/opinion on spells let me know.

And Bwatford, would you like our opinions on a divine to fit in with the group?


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

I always welcome opinions on spells. ^^
I will most certainly be taking Mage armour, Shield and Ear-piercing sscream. I may also take Grease.


Neferteri wrote:
And Bwatford, would you like our opinions on a divine to fit in with the group?

Comments on a divine are welcome but please do them by PM and not in the public forum.


Just bounce things back and forth about character tweaks and give me the ok only when you are done and I will import them into my tracking software. (HeroLab).


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Right, I've finished my equipment- and spell-selection. ^^


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Given that we need to form a party and recruit...
Alexander will have a recruiting flag made for 2 gp.
Unless anyone has a better name for a party, the flag will show a raven, shown rampant, holding a glass of claret in one paw. The text below will be 'Merry Ravens'. The rest of you will find Alexander sitting by his 3 x 5 banner, waiting for people to respond -- face like a thundercloud, arms crossed defensively.


Female Human (Tian Xia ethnicity) Summoner

Wotcher, gents. Lin and Kachu checking in.

And Lin reckons a black monkey holding disarming tools in one hand and a gold osirion relic on the other would be infinitely more suitable. How's about "Monkey Business" for a name.


@ Alexander Pierpoint

How is your favored class bonus being spent?


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

@ b.watford: At first level, I am spending it on a bonus skill point.

@ Lin Zi: Fun as 'Monkey business' sounds, your flag idea does seem a bit... tomb-raider-y? :p


Female Human (Tian Xia ethnicity) Summoner

The plan isn't to tomb raid?

Apparently we need a spokesperson. Does anyone particularly want to do it, or should we leave it to the person with the best social skills (probably me)?

Scarab Sages

M Halfling Archaeologist Bard 1 | HP 9/9 | AC 19 | T 14 | FF 16 | CMD 12 | Fort +3 | Ref +7 | Will +2, +2 vs fear | Init +3 | Perc +4 | Sense Motive -2

Hi Lin. I look forward to playing with you. I have a quandary to discuss with you and Alexander though. Together we represent three of the 5 characters. And none of us are really melee builds at all. Our DM wants to find a full cleric to join us and that means, while he may have a decent armor class he will also likely not be melee focused. So we will only have 1 front line melee person - our paladin. And while I love a good paladin they do not routinely do as much damage as a good barbarian or fighter. Consider this point 1.

Point 2 is, to me, your two excellent builds are making me feel somewhat redundant. I can be decently good at knowledge skills. But really never as good as the wizard. I'll have a few arcane spells, but my DC's will be lower than the wizard's. I could be a decent face with a +7 diplomacy but Lin's diplomacy will be better. And I can be a decent rogue, but since I am charisma based my rogue prowess will be less than Lin's eidolon. Without armor my Disable Device is going to be +8 or so. I see that the eidolon is double that somehow. And I was proud of my +9 stealth at first level, but again the eidolon beats me easily with a +12.

So my question is can we or should we fix this? I do not mind tweaking my character and the DM is ok with this too. Any recommendations? I an even change archetypes. One idea is to change to a Dawnflower Dervish or Arcane Duelist and fill a melee role. This would change a lot about my character, requiring a near total rebuild (and could change the things about my character the DM liked and chose me for.) Another way to adjust would be to rebuild the eidolon to me more melee based and let me handle rogue duties. Thoughts?


@ Alexander

Please verify that everything in this stat block is correct.

Alexander Pierpoint
Male Human Wizard 1
LN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron dagger -1 (1d4-1/19-20) and
. . masterwork sword cane +0 (1d6-1) and
. . silver dagger -1 (1d4-2/19-20) and
. . unarmed strike -1 (1d3-1 nonlethal)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 1st; concentration +4):
. . 1st—burning hands (DC 14), mage armor
. . 0 (at will)—acid splash, dancing lights, detect magic
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 13, Int 17, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 10
Feats Martial Weapon Proficiency (sword cane), Scribe Scroll, Toughness
Traits deft dodger, inquisitive archaeologist
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (engineering) +9, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +7, Perception +1 (+3 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.), Spellcraft +7
Languages Azlanti, Common, Osiriani, Osiriani, Ancient, Thassilonian
SQ arcane bonds (), specialized schools (universalist)
Other Gear cold iron dagger, crossbow bolts (10), light crossbow, masterwork sword cane, silver dagger, backpack, bedroll, flint and steel, silk rope (50 ft.), spell component pouch, spellbook, tent, small, waterskin, wine, fine (per bottle), 5 gp, 9 sp
--------------------
Special Abilities
--------------------
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
--------------------


Female Human (Tian Xia ethnicity) Summoner

Can't argue with you. I have secondary arcane charisma caster covered, and also rogue covered with my eidolon. He gets lots of easy bonuses from evolutions.

We aren't entirely without melee. When we don't need a rogue, I'll be using my Summon Monster ability. But that won't be enough on its own.

Difficulty is that my character is very heavily based on my Eidolon being a rogue. I haven't read your profile so I can't say whether it would require even more of a rebuild, but I'd guess it would be at about the same scale. Would be playing a new character.

Best idea I suppose would be for you to go Dawnflower Dervish/Dervish Dancer. Maybe not arcane duelist as I have secondary arcane casting covered. Not that bard doesn't get plenty of cool spells.

If you're interested and the GM allows, I built my own archetype combining parts from the Dawnflower Dervish and the Dervish Dancer. Separately they kinda suck, merged through my archetype and they work. I made some builds to test it, it's absolutely not overpowered or broken. Compares about equivalently with an Inquisitor of the same level. The Dawn Dancer.


I could move nefer to table 2 as well and keep the character intact since I really liked it the way it is.


M Kitsune Dawnflower Dervish 1 Ninja (Scout) 2 | AC 18 T 14 FF 14 | HP 8/21 | F +1, R +9, W +1 | Init +4| Perc +5| Sense Motive +3

Edit - Just saw the offer to move to Table II - lets wait to see how things look. But I am not totally opposed to moving.

Lin, I figured you were pretty integrated with your eidolon but though I'd bring it up. The official rule is no third party so I'll not even look closely at your archetype. I have played multiple Dawnflower dervishes and have found them quite good, at least while they can dance. But before I rebuild lets wait to see what other characters join us. I really wanted to play the archaeologist for this AP so may do so as a somewhat redundant character. There is value with extra skill checks and assists.

My real concern is with lack of melee more than my being redundant. My character, as currently built, will run from melee every chance he gets. And I do not think Lin or Alexander want to be on the front line either.


Male Angelkin (Aasimar) 1st level Paladin (Undead Scourge) | HP 12/13 | AC 19 | T 11 | FF 18 | CMD 15 | Fort +4 | Ref +1 | Will +1 | Init +1 | Perc +4 | Sense Motive -1

Hey guys, your resident undead slaying paladin here! I'll weigh in on the names and characters later.


@ Alexander...

Send me a list of where your equipment is located on your person.

Items in your backpack, items on your person, items in a pouch etc.


Here are some Environmental Rules for the campaign. i will add this as a PDF to the campaign info section shortly.

Environmental Information:

HIGH HEAT
Anytime the temperature is over 90 it is considered high heat and requires a Fortitude Save every hour (DC 15 +1 per hour of exposure)
If you are wearing any type of armor or clothing beyond hot weather clothes you have a -4 to your save.
If you fail you take 1d4 non-lethal fire damage and gain the fatigued condition.
You can recover from non-lethal damage by being cooled, in shade, doused with water etc. You regain non-lethal damage at a rate of 1 point per level per hour of rest and cooling.
You do not loose the fatigued condition unless all non-lethal damage is healed.
If you fall below 0 from non-lethal damage you fall unconscious and begin to take physical damage 1d4 per hour of continued exposure.

Endure Elements prevents this. Also any fire resistance that your character may posses is removed from this damage.

SEVERE HEAT
Anytime the temperature is over 110 it is considered severe heat and requires a Fortitude Save every 10 minutes (DC 15 +1 per 10 minutes of exposure)
If you are wearing any type of armor or clothing beyond hot weather clothes you have a -4 to your save.
If you fail you take 1d4 non-lethal fire damage and gain the fatigued condition.
You can recover from non-lethal damage by being cooled, in shade, doused with water etc. You regain non-lethal damage at a rate of 1 point per level per hour of rest and cooling.
You do not loose the fatigued condition unless all non-lethal damage is healed.
If you fall below 0 from non-lethal damage you fall unconscious and begin to take physical damage 1d4 per hour of continued exposure.

Endure Elements prevents this. Also any fire resistance that your character may posses is removed from this damage.

EXTREME HEAT
Anytime the air temperature is over 140 it is considered extreme heat and breathing air in these temperatures causes lethal damage. Every minute of exposure deals 1d6 points of lethal damage (NO SAVE)
In addition a character must make a Fortitude Save every 5 minutes (DC 15 +1 per 5 minutes of exposure)
If you are wearing any type of armor or clothing beyond hot weather clothes you have a -4 to your save.
If you fail you take 1d4 non-lethal fire damage and gain the fatigued condition.
You can recover from non-lethal damage by being cooled, in shade, doused with water etc. You regain non-lethal damage at a rate of 1 point per level per hour of rest and cooling.
You do not loose the fatigued condition unless all non-lethal damage is healed.
If you fall below 0 from non-lethal damage you fall unconscious and begin to take physical damage 1d4 per hour of continued exposure.

Endure Elements DOES NOT PREVENT THIS. Endure Elements only works up to 140 degrees. Also any fire resistance that your character may posses is removed from this damage.

STARVATION AND THIRST
Characters might run out of food or water and be without means to obtain more. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half this.)
In very hot climates, they need two or three times as much water to avoid dehydration.
***** In High Heat you need two water skins per day of water. In Severe Heat you need three water skins per day of water. In Extreme Heat water boils and evaporates quickly, one wineskin per hour of exposure. *****

A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

BELOW GROUND TOMBS AND TUNNELS TEMPERATURES.

For every 10 feet that you are underground (I will let you know) the air temperature drops by 20 degrees. The lowest the underground temperature will go is 55 degrees. While not cold enough to cause issues, someone only wearing hot weather clothes would be quite uncomfortable. (Chilly)


Female Human (Tian Xia ethnicity) Summoner

Can I ask where you got these heat rules from? The correlation between heat and negative consequences seems a little unrealistic. IE too low a heat for such relatively dire consequences, no way to recover from fatigued, etc. That said it's just a game, up to you.


Rest recovers from the fatigued condition at 1 point of non-lethal per hour.

Endure elements spells completely make this a non issue and their are many other creative ways around it. Usually my 3rd level it mostly is a non-factor.

Have you ever actually worked in 90 degree desert heat outdoors in the sun? It takes its toll on you especially with hours of exposure. Now do that with a backpack with 50 pounds of gear and weapons on you and that's not including melting inside heavy leather and chainmail armor.

The rules come straight from the Mummy's Mask Players Guide under Environmental Considerations.

Plus underground in tombs it is a non issue as well.


Female Human (Tian Xia ethnicity) Summoner

Well yes actually, I lived in the middle east for awhile. 90 degrees was extremely common, and very bearable. For combat-trained people with ample water supplies, shouldn't be that difficult. Add in special desert gear which we'll presumably all have...

Just seems that the temperature ranges should be bumped up by ten or twenty degrees. One issue I see is that 1d6 nonlethal could put a commoner unconscious after only a single hour's exposure to 90 degree heat, which in Osirion has to be hella common. Either makes the tombs/other Osirion architectual accomplishments impossible or just massively impressive.


Oh I see. Maybe you misunderstood the rule. If you have shade and access to water and breaks then high heat wouldn't come into play. It only comes into play if you are in the open desert withour proper shade and breaks. A normal commoner would not have a problem in a populated area. In fact while in wati it wouldn't be a problem unless you had to dig a hole for an hour strsight without getting some kind of break from the heat.


So lets discuss this need for a DIVINE.

We have the following submissions so far:

(trawets71) Sunshine "Sonny" Wright - Aasimar Male - NG - (Sarenrae) Cleric 1
(Doomed Hero) Anset Ossari - Human Male - TN - (Anubis) Cleric 1
(TerminalArtiste) Quessan - Human female - CG - (Sekhmet) Inquisitor 1
(Jon A) Mchanga Dwarf Male - TN - Desert Druid - 1

Who do you guys like the best. Do not discuss it openly as to the reason, if you wish to do that then PM me. This is simply a vote.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
bwatford wrote:

@ Alexander

Please verify that everything in this stat block is correct.

Alexander Pierpoint
Male Human Wizard 1
LN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger -1 (1d4-1/19-20) and
. . masterwork sword cane +0 (1d6-1) and
. . silver dagger -1 (1d4-2/19-20) and
. . unarmed strike -1 (1d3-1 nonlethal)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hand of the apprentice (6/day)
Wizard Spells Prepared (CL 1st; concentration +4):
. . 1st—burning hands (DC 14), mage armor
. . 0 (at will)—acid splash, dancing lights, detect magic
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 13, Int 17, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 10
Feats Martial Weapon Proficiency (sword cane), Scribe Scroll, Toughness
Traits deft dodger, inquisitive archaeologist
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (engineering) +9, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +7, Perception +1 (+3 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.), Spellcraft +7
Languages Ancient Osiriani, Azlanti, Common, Osirian, Thassilonian
SQ arcane bond (weapon), specialized school (universalist)
Other Gear cold iron dagger, crossbow bolts (10), light crossbow, masterwork sword cane, silver dagger, backpack, bedroll, flint and steel, silk rope (50 ft.), spell component pouch, spellbook, small tent, waterskin, wine (fine, one bottle), 5 gp, 9 sp
--------------------
Special Abilities
--------------------
Hand of the Apprentice (6/day) (Su)...

Yup, that looks about right. ^^ Made a few small edits; speed 30 ft., Ancient Osiriani, and some comma adjustments. I've uh, swapped out Silent image for Endure elements, though. ^^;


Female Human (Tian Xia ethnicity) Summoner

I vote for Anset Ossari.


Alexander wrote:
Yup, that looks about right. ^^ Made a few small edits; speed 30 ft., Ancient Osiriani, and some comma adjustments. I've uh, swapped out Silent image for Endure elements, though. ^^;

Speed was at 20 feet because you are carrying a medium load on your encumbrance which reduces your speed to 20 feet.

Got the spell changes.

Send me a list of where your equipment is located on your person.

Items in your backpack, items on your person, items in a pouch etc.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Guess I'll have to ask someone to play pack mule for me, then. ;)


How would the group feel about an inquisitor as the divine? That would give the group more melee support but not a heal bot, however healing will be helped out on by the Paladin.

(TerminalArtiste) Quessan - Human female - CG - (Sekhmet) Inquisitor 1


Of course the inquisitor looks built for combat, and didn't choose any healing spells so the party would have to rely more on other means of healing at first. But it would put more meat up front.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Hmmm. If Quessan could be persuaded to swap out one spell for CLW, I'd be all for it. ^^


Male Angelkin (Aasimar) 1st level Paladin (Undead Scourge) | HP 12/13 | AC 19 | T 11 | FF 18 | CMD 15 | Fort +4 | Ref +1 | Will +1 | Init +1 | Perc +4 | Sense Motive -1

I agree with Alexander... I'd love to see another front-liner, but we really need some kind of healing until Nulyth gets Lay On Hands... and even then I can only use that 3 times per day until 4th level.


The decision has been made.... your DIVINE will be joining you all shortly.


@ Lin Zi

I purchased you 10 sling bullets. However you are over encumbered with a heavy load, if this was your intent then overlook it. Your official Character Sheet Link is below. Look over it and make sure I have it correct. If you would like to make any changes then please let me know.

Lin Zi Official Character Sheet


Female Human (Tian Xia ethnicity) Summoner

I'll look up necessary changes, give some stuff to my Eidolon to carry, maybe one of these strong men with excess carrying capacity could take a few extra pounds.


@ Alexander Pierpoint

You are at a medium load. Your official character sheet is linked below. Look over it carefully to make sure it is accurate. If you would like to make any changes then please let me know.

Alexander Pierpoint Official Character Sheet


@ Lin Zi

Just let me know which items are where, what is in your backpack, pouch, Eidolon, etc.

As long as Kachu doesn't get sent packing for the day ... then all his stuff will be on the ground :(

Just let me know how things are going to get distributed....


Female Human (Tian Xia ethnicity) Summoner

I'm pretty sure that Eidolons bring stuff with them when they're summoned and dismissed. I'll look up an official ruling.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
bwatford wrote:

@ Alexander Pierpoint

You are at a medium load. Your official character sheet is linked below. Look over it carefully to make sure it is accurate. If you would like to make any changes then please let me know.

Alexander Pierpoint Official Character Sheet

The section on special abilities and languages looks messed up and jumbled together for some reason?


It's the online viewer, it is doing it to me to, just click download and open with Acrobat and it looks fine.


Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4

Alright. ^^ I'll use my paizo sheet to keep track of current events, though.


@ Lin Zi

There seems to be no official rule on it, in the Beta of PF it did go and come with the summons, but they took that line out and never clarified. They also have never given an official reply.

So I rule that whatever is on him goes and comes with him.....


@ Skorn

Table #2 characters have been decided except for the skill monkey slot.

They have the following

ARCANE: (The Pale King) Malik - Human Male - LG - Sorcerer (Imperious Bloodline) 1

DIVINE: (Doomed Hero) Anset Ossari - Human Male - TN - (Anubis) Cleric 1

WARRIOR: (markofbane) Dumah - NG - Dwarf Male - Fighter (Unbreakable) 1

SUPPORT: (Escharid Blackrose) - Saedue Menura - NG - Elf Female - Alchemist 1

SKILLMONKEY: OPEN

I left the skill monkey slot open for you if you want it.

Please make a decision on which table and which character you are playing ASAP.


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

I'm here, just woke up. Will fix the numbers throughout the day at work (while no one is looking, of course).


Male Dwarf Cloistered Cleric of Brigh 1 (AC: 16 [T: 12 /F: 14] +4 vs. Giants; CMD 13 [+4 w/Stability]; HP: 8/8; F+2, R+2, W+5 [+2 vs Poison, Spells, and Spell-like]; Init: +2; Perc: +3 [+4 more w/Stonecunning, +2 more for Ancient Osirion C or S doors])

Okay all the numbers are up to date, except equipment, which is a little more involved.


Just let me know when all is final so I can put you in herolab.


@ Alexander

I have fixed the issues with viewing your sheet online as well has added detailed information on his abilities and known spells for quick reference.


@ Nulyth

Please look over your official character sheet below and make sure everything is correct. If you make any change then please let me know so that I can make the changes as well.

Nulyth Shenir Official Character Sheet
Nulyth Shenir Official Character Portrait

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