bwatford |
The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air...
This is an open call PbP game....
Please provide the following information in your request to join:
A complete character sheet, including short description, short personality, short history and your short response to the question of Why should your character be allowed to enter the ancient tombs? No need for an alias yet. Only selected characters will need to set one up.
Recruitment ends on Saturday evening, July 19th. Five to Six characters will be selected and announced Sunday evening, July 20th. Play will begin on Tuesday, July 22nd.
Character Creation
Download and read the Mummy's Mask Players Guide.
15 point character buy.
Paizo material only. If it is not in the PRD, please provide me a link (preferably to d20pfsrd).
Maximum gold for 1st level, maximum hit points for 1st level and average hit points for each additional level.
Two traits. One must be a campaign trait. One drawback can be taken to gain another trait.
Diplomacy, Knowledge (all), Perception and Survival are important skills in this AP. Appraise will be useful as well.
Alignment. Looking for mostly Good aligned (LG, NG) characters, but will think about other alignments. NO CN, or Evil.
A five to six person balanced party will be selected. Warrior, Divine, Arcane, Skill Monkey and one or two support roles.
PbP rules
Daily posts are expected, Tuesday thru Saturday.
To speed up play, I will usually roll perception, survival, initiative, and all other rolls for the group as appropriate.
Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.
The group will level as a whole, instead of handing out XP, and I keep very close to the level sidebars in each chapter.
Please provide your timezone in GMT. I am in Alabama, USA, GMT -5.
Combat
When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “head guy” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” Do NOT wait for folks earlier in the initiative order to post before you do. With five to six people in the party, that could mean five days or more for one combat round.
As mentioned above, at least one post per day, Tuesday thru Saturday.
Ok there you have it. If you are interested then start submitting characters below.
The DM will be watching......
Lin Zi |
Name: Lin Zi
Race: Human Female (Tian Xia Ethnicity) (17 years old)
Alignment: CG
Class: Summoner 1
Party Role: Social, Scout/trapmaster, Secondary arcane caster
Character Sheet
Description: Young Tian Xia woman in a sailor's doublet with a bandanna over her head, brown leather backpack with a heavy mace comically large strapped onto her slender frame, brown eyes and black hair cut short to almost a boy's cut.
History: Slavers, thieves, unscrupulous bartenders rolling drunks of hard-earned coin; Lin Zi and Kachu found no shortage of targets back in Tien Xia. They worked their way through villages and towns, Lin finding gossip and distracting targets, Kachu sneaking in the back and deftly grabbing all he could find. One day they accidentally picked on a rogue samurai of great wealth and power who raised the entire town into an uproar against them. With the roads blocked, they had no choice- they abandoned much of their hard-earned loot and turned to the sea, stowing away on the boat of an independent trader from Avistan. When eventually discovered, she was able to convince the captain not to immediately throw them overboard with her quick and silver tongue. Amused and impressed, the captain kept them on- Lin to keep order among the crew and negotiate with buyers when they landed, Kachu to use his deft hands and nimble limbs to knot ropes and hoist sails and do all the finicky little jobs a sailor needs to do. While working aboard the ship, Lin first heard of Osirion and the legendary perils and treasures waiting within. Eventually the ship landed there, and she signed herself up for some tomb-raiding. Lin Zi isn't telling anyone how she learnt to summon Kachu, or where she came from.
Personality: Good-hearted, cheeky, very young, greatly enjoys talking to people and learning about them and manipulating them. Very protective of her Eidolon, Kachu, and people close to her in general. She wants to become the greatest thief in the world so she can protect her friends. She also very firmly insists on robbing only those who deserve it. It can be difficult for her to make friends as she tends to see people first as things to be manipulated, and she gets quite indignant if anyone ignores or dismisses her because of her age.
Eidolon: Kachu is a small monkey-like creature with dark black-blue fur and the gently glowing rune in an unknown language on his forehead. He is mischievous and loves Lin deeply. He's also quite lazy unless there are challenges or peanuts to motivate him.
Response: Lin grins, steps a little to the side and dramatically presents the small monkey-like creature standing behind her. "This is Kachu. He can hide in the smallest shadow, climb the steepest wall, find and disarm the deadliest trap. He can also see in the dark, he cannot be killed, I can spirit him away from any danger and he's as smart as you and I." She gives a worried look. "He doesn't like talking to people much, though. I do, so I would probably handle selling whatever we find. I'm not too good with numbers, though... some clever trader might trick me, keeping even more Osirion relics in Osirion..." Bluff: 1d20 + 9 ⇒ (11) + 9 = 20 She shrugs, and grins again. "Eh, it probably won't happen. So, are we in?"
Already had the alias
psionichamster |
Halfling Rogue 1
CG Small Male Halfing Rogue 1
Init +8 Senses: Perception +7
Speed: 20, Languages: Common, Halfling
Defense
AC 17 Touch 15 FF 13 (Dex +4, Size +1, Armor +2)
HP 10 (1d8+2)
Fort +3 Ref +7 Will +2 (+2 vs fear)
Offense
Melee: Shortsword +1 (1d4 19-20/x2)
Ranged: Sling +5 (1d3 20/x2) Range 50, Ammo 10
BAB 0 CMB -1 CMD 13
Abilities: Str 11, Dex 18, Con 14, Int 10, Wis 12, Cha 10
SQ: Halfling Luck, Fearless, Surefooted, Keen Senses, Trapfinding, Favored Class (Rogue; SP)
SA: Sneak Attack +1d6
Traits: Foreign Opportunist, Crowd Dodger (+2 Acro to move through space or out of threatened space)
Feats: Improved Initiative
Skills: Acrobatics +10, Appraise +6, Bluff +4, Climb +6, Diplomacy +4, Disable Device +8, Escape Artist +8, Knowledge (local), Perception +7, Stealth +12
Gear:Explorer's Outfit, Leather Armor (7.5lbs), Dagger (.5lbs), Short Sword (1lb), Club (1.5lb), Sap (1lb), Sling & Bullets (2.5lbs) Backpack, Bedroll, Waterskin, Belt Pouch, Flint & Steel, 7 days rations, Thieve's Tools, Crowbar, 140
Backstory: Young David was born into a slave-family in Cheliax. His parents had also been born into slavery, but his grandparents, originally Andoren had not. His grandfather Malcolm never let on, but he strived day in and day out to free his family from bondage. Finally, while on an outing across the sea, he got his chance.
An Andoran privateer sighted their vessel, and Malcolm, quick-thinking as ever, hid young David in a small barrel near the edge of the ship. "Stay hidden until you hear the fighting stop, then make for the blue and gold. They will aid you, my child." And so David hid until the fighting ceased, then emerged. He saw a wasteland on the Chelish ship, as their Diabolist summoned devils who slaughtered Andoran, Chelish, slave and sailor alike.
Noticing the young halfling, the remaining Andorans brought him aboard their vessel, and struck off his slave-collar. Now free, he returned to port with the sailors, then struck off on his own. Eager to please, nimble and tough for a halfing, David fell into the habits of so many former slaves: crime. He honed his skills as a burlgar, shimmying down chimneys, breaking into windows, and improving his lot in life as best he could. Rather than join with one of the vicious street gangs in the Free Cities, he invested his wealth into traveling and exploratory equipment, and set out.
His recent entrance to Osirion, and the announcement of the opening of Wati to explorers piqued his interest. David eagerly awaits the opportunity for wealth and adventure locked away in those tombs.
Need to finalize gear, but this should be pretty much him.
Papa-DRB |
G'Nal
Elf rogue 1
NG Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +6
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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, ), Combat Expertise
hp 8 ((1d8))
Fort +0, Ref +6, Will +0, +2 vs. enchantment spells and effects
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OFFENSE
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Speed 30 ft.
Ranged longbow +4 (1d8/x3)
Melee rapier +1 (1d6+1/18-20)
Special Attacks Sneak Attack 1d6,
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STATISTICS
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Str 12, Dex 18, Con 10, Int 13, Wis 10, Cha 10,
Base Atk +0; CMB +1; CMD 15
Feats Armor Proficiency, Light, Combat Expertise
Skills Acrobatics +8, Bluff +4, Disable Device +9, Escape Artist +8, Knowledge (Engineering) +4, Knowledge (Local) +5, Linguistics(Ancient Osiriani) +5, Perception +6, Stealth +8, Use Magic Device +4,
Traits Inquisitive Archaeologist, Warrior of Old,
Languages Ancient Osiriani, Common, Draconic, Elven
SQ elven immunities, keen senses, low-light vision, silent hunter, trapfinding, weapon and armor proficiency, weapon familiarity,
Possessions lamellar cuirass; traveler's outfit; arrows (20)(x2); arrow, blunt (20)(x2); rapier; Longbow;Backpack, Common;Belt Pouch[Thieves' Tools (Masterwork);];
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SPECIAL ABILITIES
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Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Inquisitive Archaeologist You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has f inally been opened for exploration, you�ve come to that city to get f irsthand experience with the lost secrets of Ancient Osirion�s master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to f ind concealed or secret doors in structures built in the style of Ancient Osirion.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
G'Nal is typically tall and slender for his race, standing at an even six feet tall and weighing 140 pounds, however his frame is not without some muscle as well, likely due to all the time he spends in tombs, moving things around and carrying relics of ancient times back to the outside world.
His dark brown hair is kept long, however whenever he is exploring a tomb or working on a trap, he keeps it tied back behind him as once he almost lost his head as his hair got caught in a trap while loose.. His skin is perpetually pasty white due to the amount of time he spends indoors. In sharp contrast to his hair and skin, his eyes are a clear, crystal blue, the vibrant pupils taking up very nearly the entire visible part of his eyes.
Despite the hard times he has lived with for as long as he can remember, his personality is fairly laid-back and relaxed, although his passion for exploring ancient tombs, especially those in Osirion, is when he becomes more forth right and forceful.
Growing up, his parents always taught him that physical possessions were always less important than sharing what you had, that it was better to live free and help others than to be obsessed with the material. That, while trusting people would often cause you pain, it was better than not trusting at all. G'Nal took the lessons of his mother and father to heart, adopting many of the tenants of their philosophies as an adult.
G'Nal grew up in the city of Absalom, the son of merchant elves. While he had the ability to be able to continue on the family tradition, but his sense of wanderlust and his carefree attitude towards the world, finally dictated that he would always be a wanderer and travel around. Even when he went on trips with his father, he would go off and explore some nearby old ruin to try and discover its secrets. It was during one of these, what he called, side trips that he met Kepler, a gnome archaeologist, who was exploring the same old ruin that G'Nal had heard of. The two of them became instant friends and G'Nal vowed that this would be his last merchant trip, and that he would take off with Kepler and explore the wonders of the world. So after returning to Absalom, he told his parents that he was leaving, and while disappointed they gave him their blessing to continue on.
Years flew by, and the young elf learned many skills of the trade, and inherited Kepler's intense interest in Osirion, and he promised himself someday that he would return their and learn all he could. Finally, Kepler was starting to succumb to old age, and he retired and returned to Absalom where G'Nal stayed for a bit. Hearing that the town of Wati in Osirion was opening up the tombs for exploration, G'Nal decided to leave and explore. On his way out, he talked with his mentor and friend, Old friend, I am going to explore the ruins in Wati. I will bring you back something that we find, so you can once again look upon the wonders of the Old Pharaohs. And with that said, he took the next ship out of Absalom and headed to Wati.
(HP 8 AC:16 T:14 F:12 Saves F:+0 R:+6 W:+0 CMB:+1 CMD:15 Init:+6 Perc: +6)
Created using PCGen 6.03.03-dev on Jul 12, 2014
Timezone: Upstate NY, USA, GMT -5
cartmanbeck RPG Superstar 2014 Top 16 |
bwatford |
This looks like a real good start.
@ Feral
About me, well there is not much to tell. Been playing d&d since red-box, I was 8 years old when I was introduced to the hobby by my little league baseball coach back in 1978. Played every edition of d&d up until 4th. Absolutely did not like it at all. Switched to Pathfinder. Been DMing since around 1985.
I run two real life campaigns with two different groups bi-weekly. One is Mummy's Mask and one is Reign of Winter. Each group has six players. Both groups have 3 females and 3 males.
On a personal note. I build gaming terrain as both a hobby and for profit. I also do cartography for Pathfinder which you can find some of my work around the forums.
If you want to know more, my facebook is mostly public/ or you can ask specifics.
https://www.facebook.com/billy.watford.7
You can also check out my photo galleries for terrain projects, etc.
@ Jolly Roger
This campaign will not be for PFS credit. Due to added elements and changes to make it more equipped for PbP and also because I just don't want to hassle with tracking it, since I don't play or DM for PFS.
bwatford |
Note to self: "Don't forget the important stuff. duh...."
This is my first foray into PbP as a DM. I have ran both real life as well as PbEmail games however.
I would like for this campaign to be more about the story and the player characters than the numbers. However I do realize that this is a combat heavy Dungeon Crawling AP.
With that said I will be rolling all the dice for the campaign to speed things up as well as to not break Emerson in the post and the story.
So post should go something like this during the game:
Players Response On Their Turn:
X Character slowly looks around the room, eyes catching the cracks in the sandstone with every flick of the torches light. Looking for anything out of the ordinary or any shadows that might seem out of place.
Keep all numbers,ooc and mechanics hidden by the spoiler tags.
Faelyn |
Given that no one has tossed out a warrior type... I had also thought about an Undead Scourge paladin of Sarenrae; however, I am weary of playing paladins without getting to know the GM's concept and thoughts on paladins. bwatford, would you mind giving me a quick low down on your thoughts reference paladins? Especially reference them falling from grace, is that something you consider to happen often? Those sorts of thoughts.
bwatford |
@ Faelyn
I kind of like Paladin's myself. In my game I give out a Paladin's Code based on the Deity that is chosen. If that code is purposely broken then a period of atonement is given based on how bad the Paladin violated their code. If broken enough, yes a Paladin can fall, however I have only had it happen twice in all the years I have been gaming.
Here's a sample code for Sarenrae:
The Paladin's Code (Sarenrae)
"Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands."
1. Heal those that ask for it, regardless of if they can pay.
2. Mercy must be granted to those that ask for it, or request asylum.
3. Help those that can't help themselves. Basically tithe 15% (money earned only. Gear not counted)
"Only respond to violence in kind with swift metal and scorching light."
4. Don't initiate combat if another path seems open.
5. Actively seek out and destroy any cult of Rovagug.
6. Destroy any mindless undead or beasts as well as anything related to Rovagug as they are beyond redemption.
"Each new day brings hope and renewed opportunity. You must not let darkness into your life."
7. Can't knowingly tell a lie.
8. Can't knowingly use poison.
9. Must never own a slave, and must do your best to free those in bondage.
"May the strength of the sun guide you through the fog of mortal words."
10. A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter of the law is corrupted or unknown.
Faelyn |
@ Faelyn
I kind of like Paladin's myself. In my game I give out a Paladin's Code based on the Deity that is chosen. If that code is purposely broken then a period of atonement is given based on how bad the Paladin violated their code. If broken enough, yes a Paladin can fall, however I have only had it happen twice in all the years I have been gaming.
Here's a sample code for Sarenrae:
The Paladin's Code (Sarenrae)
"Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands."
1. Heal those that ask for it, regardless of if they can pay.
2. Mercy must be granted to those that ask for it, or request asylum.
3. Help those that can't help themselves. Basically tithe 15% (money earned only. Gear not counted)"Only respond to violence in kind with swift metal and scorching light."
4. Don't initiate combat if another path seems open.
5. Actively seek out and destroy any cult of Rovagug.
6. Destroy any mindless undead or beasts as well as anything related to Rovagug as they are beyond redemption."Each new day brings hope and renewed opportunity. You must not let darkness into your life."
7. Can't knowingly tell a lie.
8. Can't knowingly use poison.
9. Must never own a slave, and must do your best to free those in bondage."May the strength of the sun guide you through the fog of mortal words."
10. A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter of the law is corrupted or unknown.
Oh good! I like to see like-minded GMs when it comes to paladins. In that case... I'll be changing my submission to an undead scourge paladin. Also, just to verify if you would allow Angelkin aasimar? Link here.
Lastly... what do you think about using the Sarenrae Paladin Code from the new Inner Sea Gods? Copy/Pasted directly from the pdf.
Sarenrae’s Paladin Code
The paladins of the Dawnflower are fierce warriors, like their goddess. They provide hope to the weak and support to the righteous. Their tenets include the following adages.
• I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
• I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
• I am fair to others. I expect nothing for myself but that which I need to survive.
• The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
• I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
• I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
• I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
• Each day is another step toward perfection. I will not turn back into the dark.
I can also add some of the tenants you listed from above i.e. tithing, healing, and the like.
Knut das Auge |
A gruffy dwarf enters the shop. Clothed in soft form fitting clothes and carrying a shortbow on his back and a Battleaxe on his back right next to a simple holy symbol of erastil. I heard you ask for someone to help you clear some tombs. Well you found the right dwarf for the job! Spitting in the corner some yellowgreen glob of phlegm, he continues. My name is Knut, and I am keen one something ... special! Pay me well and I am your Dwarf!
cartmanbeck RPG Superstar 2014 Top 16 |
Deliverance |
Would you permit substituting Scribe Scroll for Spell Focus for a Wizard, PFS-style?
In pfs they let you swap because crafting feats are not allowed. In this game they are. Along with the ultimate campaign downtime rules. So I can not allow the swap. Sorry
Im a bit curious why this is. PFS is generally rather strict, and they thought the swap to be balanced. So why not allow it? I must admit Im lobbying a bit here, since I had a similar question in regards to Alchemists and Brew Potion swap to Extra Bombs.
psionichamster |
Gnome Wizard 1
Male Gnome Illusionist 1
CG Small Humanoid (gnome)
[b]Init: +1; Senses Low-light vision; Perception +
DEFENSE:
AC 12 Touch 12 Flat-Footed 11 (Dex +1,Size +1)
HP: 8 (1d6+2)
Fort +2 Ref +1 Will +1 (+2 vs. illusions)
OFFENSE:
Speed:20
Melee: dagger +0 (1d3-1 19-20/x2)
Ranged: crossbow +1 (1d6 19-20/x2) Range 80 Ammo 20
SA: Blinding Ray 6/day, range 30’, blind 1 rd
STATISTICS:
Str 8 Dex[/b ]12 [b]Con 14 Int 17 Wis 10 Cha 10
Base Atk 0; CMB -2 ; 9
SQ: Arcane Bond (familiar), Favored Class: Wizard (Skills), Extended Illusions (1 rd), Gnomish Magic , Defensive Training, Obsessive (Craft: woodcarving), Hatred
Feats: Scribe Scroll (B), Alertness (B), Effortless Trickery
Traits Foreign Opportunist, Slippery
Skills Appraise +7, Knowledge (History) +7, Linguistics +7, Perception +3 (+5), Spellcraft +7, Stealth +12
Languages:Common, Gnome, Sylvan, Orisani, Draconic, Varisian, Necril
Gear: Spellbook, spell component pouch, Dagger, Light Crossbow, 20 bolts, Spell Component Pouch, Scroll Case, Waterskin, Backpack, Rations (5 days), Bullseye Lantern, Oil (5), 50’ Silk Rope (120gp)
Spells Prepared (Caster Level 1 // Concentration +4 // Ranged Touch +2)
[Prohibited Schools: Enchantment, Evocation]
Save DC = 13 + Spell Level (DC 14 + Spell Level Illusion)
0th: detect magic, disrupt undead, message
1st: silent image, shield, color spray
Spellbook:
Cantrips: All except Evocation, Enchantment
1st: color spray, mage armor, shield, vanish, silent image
Familiar
CG Tiny Magical Beast
Init +2; Senses: Low-Light Vision, Scent, Perception: +5
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 Dex, +2 size, +2 Natural)
HP: 4 (1d8-1)
Fort +1, Ref +4, Will +3; Improved Evasion
OFFENSE
Speed: 30 ft
Melee: 2 claws +2 (1d2-4), bite +4 (1d3-4)
STATISTICS
Str 3, Dex 15, Con 8,[b Int[/b] 6, Wis 12, Cha 7
BAB +0; CMB +0; CMD 6 (10 vs. trip)
Feats: Weapon Finesse
Skills: Climb +6, Perception +5, Stealth +14
Languages: Understands Common
Description:
Backstory: [spoiler] Nysmnyd’ s story begins like so many gnomes on Golarion. He had a happy, exciting childhood, spent traveling widely with his parents and several others. This included some time with a Varisian caravan, as well as a brief stint on a sailing vessel based in Absolom.
Nys (as he is often known by friends and family) took to wizardly magic at a young age, learning to cast the cantrips so many of his siblings and friends took for granted. Unlike many of his peers, he dug into the history and theory behind that magic with fervor. Spending days inside a dusty library didn’t elicit the same enthusiasm from the others, but to young Nys, it provided all the excitement and stimulation a gnome could hope for.
Hearing about the recent announcement regarding Wati and the opening of the Necropolis, Nys brushed up on the local tongue, gathered up his materials and booked passage to the desert land. Now in the city itself, he looks forward to digging up ancient artifacts and uncovering the secrets within.
Sonny Wright |
Here is my submission for this AP. I need to make a few tweaks as I was created using slightly different rules. I've been wanting to play a channeling cleric so he was already set up. If I get in to the group I will make the tweaks. I'll replace the Scholar of the Great Beyond trait with Undead Crusader.
I should be allowed to enter the necropolis as my knowledge and hatred of undead is great. There are bound to be numerous undead that need putting down and I'm the man to do it.
I'm in Charlotte, NC so that's GMT -5. Daily posts are not an issue.
Anset Ossari |
Anset is a follower of the Old Gods (The Egyptian pantheon). He is a neutral necromancy-themed cleric who's goal is to lay the risen dead in the necropolis to rest.
He was originally created for another MM game that never got off the ground. I'll need to rework him to your specifics but I wanted to submit him now to make sure the concept was acceptable (not all GMs like necromancy).
Please let me know what you think.
Vinnick Varzel |
here is my application. he is a toolbox with a bit of fun on the side.
still pondering on feat choice and arcane school... Divination... conjuration. WHY MUST I LOVE YOU BOTH (and why must both fit so well with the character :( ). Let me know if you notice anything off, or if there is something I have omitted which you would like to see.
EST: Georgia
EDIT: If the rogue wishes me to remove trap finder I can, I only selected it as it was the best fit thematically for the character concept.
EDIT: just in case it isn't OBVIOUS ;) I should be allowed to enter because 1. Because I actually care about the knowledge down there. 2. I came for COMPLETELY pure reasons, and I would NEVER use this to gain fortune for myself... ok maybe a bit. tssssk XD. 3. Its my DESTINY! 4. I am just a ball of fun and dust.
The Pale King |
Cedric Wale
Cedric Wale
Half-Elf Bard (Archaeologist) 1
Neutral Good Medium Humanoid
Init +3, Senses low-light vision, Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 9 ((1d8+1))
Fort +1, Ref +5, Will +1, +2 vs. enchantment spells and effects
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OFFENSE
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Speed 30 ft.
Ranged Shortbow +3 (1d6/x3)
Melee Scimitar +1 (1d8+1/18-20)
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STATISTICS
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Str 13, Dex 16, Con 12, Int 12, Wis 8, Cha 14
BAB +0; CMB +1; CMD 14
Feats Weapon Proficiency (Scimitar), Weapon Finesse
Skills Acrobatics +7, Diplomacy +6, Disable Device +8, Linguistics +5, Perception +5, Perform (Dance) +6, Stealth +7
Traits Fate's Favored and Trap Finder
Languages Ancient Osiriani, Common, Elven
Possessions Scimitar, Leather Armour, Shortbow
Spells Known
-0th: Detect Magic, Read Magic, Ghost Sound, Prestidigitation
-1st: Silent Image, Grease
Spells/day: 2 1st level
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SPECIAL ABILITIES
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Elven Immunities (Ex)
Half-Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex)
Half-Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex)
You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Ancestral Arms
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Cantrips (Sp)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Description, History and Motivation:
He was born the bastard son of a minor human noble, he has never known his mother but his father raised him with all the love and attention he could afford. From a young age Cedric had an obsession with danger, he would often jump into reckless situations that left others daunted. So it was no surprise when a duel he accepted led to an injury and a permanent limp.
Eventually his father noticed his gift for dance, history and song and sent him off to Kitharodian Academy in the hopes that he could be tamed. Unfortunately as Cedric neared graduation his father suddenly fell ill and died, no will was to be found and as Cedric -the bastard- was his father's only son the family holdings were seized by the local government.
Cedric fell into a deep depression, his father's land and home had meant everything to him and to lose it was a terrible tragedy. Things took a turn for the better when he learned of an opportunity from one of his teachers, the riches of Oshirion's ancient tombs was open to adventurer's willing to take the risk. And if there was one thing Cedric wasn't adverse to, it was risk.
Not finished, but on the way to being so.
Oh and I am on the west coast, so GMT -7:00.
bwatford |
Late Night Update. (My real life MM campaign is tomorrow so I goota get to bed... lol)
Ok these are the confirmed submissions I have in the thread so far. If you have a submission that is not listed here and I somehow missed you then please let me know.
Mummy's Mask PbP - Character Submissions:
(Pazio Main Name) Character name - Race and Gender - Alignment - Class
WARRIORS
DIVINE
( trawets71) Sunshine "Sonny" Wright - Aasimar Male - NG - (Sarenrae) Cleric 1
(Doomed Hero) Anset Ossari - Human Male - Unknown Alignment - (Anubis) Cleric 1
ARCANE
(psionichamster) Nysmnyd - Gnome Male - CG - Illusionist 1
(Aebliss) Alexander Pierpoint - Human Male - LN - Wizard 1
(rorek55) Vinnick Varzel - Elf Male - TN - Wizard 1
SKILL MONKEYS
(psionichamster) Unnamed - Halfling Male - CG - Rogue 1
(Papa-DRB) G'Nal - Elf Male - NG - Rogue 1
SUPPORT
(Arkwright) Lin Zi - Human Female - CG - Summoner 1
(Helikon) Knut das Auge - Dwarf Male - LG - (Zen Archer) Monk 1
(The Pale King) Cedric Wale - Half-Elf Male - Unknown Alignment - Bard (Archaeologist) 1
@ The Pale King
Are you of the persuasion that Lingering Performance and Fate's Favored work with Archaeologist's Luck? I think a Bard Archaeologist would be incredibly fun for this path.
Both work with each other. It's the Luck Bonuses themselves that do not stack with each other.
@ Deliverance
Im a bit curious why this is. PFS is generally rather strict, and they thought the swap to be balanced. So why not allow it? I must admit Im lobbying a bit here, since I had a similar question in regards to Alchemists and Brew Potion swap to Extra Bombs.
Lobby noted. PFS threw everyone a bone since they allowed NO crafting feats. I am in the group that believes that while you might have Scribe Scroll as part of your learning magic in general but I don't see dumping something that is a base part of the character itself just to get something that is more useful. Spell Focus is something that effects combat strength and overall character spell power. Scribe Scroll is not. It is a out of combat ability, So are the crafting feats. All out of combat abilities. It's kind of like me saying something like can I dump a racial feat that has to do with perception so that I can get a combat feat or spell focus or something to make me better in combat because that racial trait is hardly used.
Again lobby noted. But maybe if you wanted to swap Scribe Scroll for Brew Potion, then that more than likely would be allowed. Or if you wanted to swap it for an out of combat used ability that can be discussed on a individual basis based on what you wanted to swap it for.
Faelyn |
Here's my submission for the undead scourge paladin I had mentioned earlier. I've got his background planned out... I just need to put it to paper... er text...
Shenir
Male Angelkin (Aasimar) Paladin 1
Lawful Good Native Outsider
Init +1; Senses Darkvision, Perception +4
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Defense
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AC 19, touch 11, flat-footed 18 (+1 Dex, +6 Armor, +2 Shield)
hp 13 (1d10+2)
Fort +4, Ref +1, Will +1
Defensive Abilities Celestial Resistance (Acid, Cold, Electricity 5)
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Offense
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Speed 20 ft.
Melee
Scimitar +3 (1d6+5/18-20/x2)
Warhammer +3 (1d8+5/x3)
Glaive +3 (1d10+7/x3)
Ranged
Shortbow +2 (1d6/x3)
Special Attacks Undead Crusader, Smite Evil
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Statistics
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Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Skills Climb -3, Diplomacy +6, Heal +1, Knowledge: Religion +6, Perception +4, Sense Motive -1
Languages Common
SQ Aura of Good, Detect Evil, Smite Evil
Other Gear
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Traits
Seeker: You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Undead Crusader: You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! Benefit: You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
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Special Abilities
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The following are the class features of the undead scourge:
Smite Evil (Su): This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
Aura of Life (Su): At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.
Undead Annihilation (Su): At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge’s level + the undead scourge’s Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
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Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Strength and +2 Charisma.
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus on Heal and Knowledge: Planes checks.
Magical Racial Traits
• Spell-Like Ability (Sp): Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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