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

Game Master bwatford

Pathfinder Mummy's Mask AP PbP


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Scarab Sages

Dotting for interest.


Submitting for your consideration Seferneru aka Dragon Sef, human martial artist monk and a guy we've all met once in our lifetime.

Background:

Meditation is for losers.
When Seferneru climbed the seven hundred and seventy-seven steps to bang at the door of the vudran Jaden Crane Monastery, he did it to learn how to punch through a wooden board and deflect arrows, not to spend hours sitting cross-legged trying to think about a falling droplet of water. That was stupid. Mind over matter is a thing for wizards, not warriors!
And that thing about inner peace? Sef did not get it.
A hundred push-ups get your muscles bigger and stronger.
Four hours of sparring practice take away fear of being hit and improve your technique.
But inner peace? What does that do? That’s just crazy old monk talk.
Let’s not even talk about sexual abstinence.

No, the Jaden Crane monastery was not the right place for Sef. Yeah, the monks were impressive fighters, but he was pretty sure they didn’t train him right. They were keeping their best techniques hidden while they made him waste time trying to feel his inner chi. Who in his right mind would believe such a ridiculous thing?
So one night Sef packed his things, grabbed a few weapons, and left. Jaden Crane always kinda sounded like a sissy name to him. He kept training himself, improving his form, finally free not to waste any time on that idiotic meditation.

He travels from town to town, earning a bit of food by working as a bouncer or more often challenging some rich drunk idiot to a wrestling or boxing match. He ended up in Wati when he heard about the opening of the necropolis and the lottery to explore them: yes, that sounds like the kind of opportunity that interests him! Getting out of those tombs rich in fame and gold, that’s just what he needs to set his life on the right track!

Appearance:
Sef is a 6 feet tall Osiriani in his early twenties. He is impressively built, bundles of slender and explosive muscles darting under his tanned skin and not an ounce of extra fat anywhere on his body. His exercise routine isn’t solely aimed at strength and agility: he wants his muscles to show. He shaves each morning, and wears loose, comfortable pants, soft boots, and a tight, sleeveless shirt.
He has tattoos on both his triceps: the right one sports a roaring dragon, and the left one a sentence in the Tian language, meaning “All ducks are named queen blue”. Someone has yet to tell him that, and he still thinks it means “Let the dragon rule the sky” (that Sczarni tattoo artist was less honest and knowledgeable than he looked).

Personality:
While lacking true malice and being a basically decent person, Sef’s superficiality is so evident that he can come across as pretty unpleasant. He is extremely stubborn and hard to sway from his convictions, and even worse he is vain beyond belief. He is the type of guy who will save the kid from the burning building, then to flex his biceps and pose in front of the cheering crowd. He constantly flirts with girls, and while he is actually very handsome usually opening his mouth ruins his chances.

Crunch:
Dragon Sef (real name Seferneru)
Male Human (Osiriani) Monk (martial artist archetype) 1
CG Medium humanoid (human)
Initiative +2 ; Senses Perception +5

================
Defense
================
AC 14, touch 14, flat-footed 10 (+2 dex, +1 wis, +1 dodge)
HP 10 (1d8+2)
Fort +3, Ref +4, Will +4

================
Offense
================
Speed 30 feet
Melee unarmed strike +3 (1d6+3), spear +3 (1d8+4, x3), flurry of blows +2/+2 (1d6+3/1d8+4)
Ranged spear +2 (1d8+3, x3) , shuriken +2 (1d2+3), flurry of shuriken +1/+1 (1d2+3)
Special attacks flurry of blows (-1/-1), stunning fist (1/day, DC 11)

=================
Statistics
=================
Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8
BA +0; CMB +3; CMD 15 (+2 grapple)

Feats: Improved unarmed strike, Stunning Fist, Dodge, Power Attack, Improved Grapple
Skills: Acrobatics +6, Climb +7, Perception +5, Stealth +6, Survival +6
Languages: Common, Osirian
Traits: Orphaned, Blood of the Pharaohs
SQ:

===========
Gear:
===========

Monk’s kit (backpack, belt pouch, blanket, rope, soap, torches (10), trail rations (5 days), waterskin) 8 gp
Monk’s outfit 5 gp
Spear 2 gp
20 Shuriken 4 gp
2 Daggers 4 gp
Costly tattoos 5 gp

32 gp


Mulluq'Tar, I have looked at your character and have some observations on it.


  • While I understand that not everyone has the same skill in such, I find that the grammar is poor. This causes the story to flow poorly. One example is when you use the words "studied" and "delved". These words convey a similar meaning in the context that you use them. They muddle the paragraph and make the story harder to follow.
  • In the second paragraph you detail what Mulluq is obsessed about, though you never explain why. What childhood event brought him to such a conclusion? Why does he hate undead with such passion?
  • Also, in the second paragrah you don't explain why he wanted to guard the Necropolis. Is it because he is morbidly fascinated with death/undeath? Or is it because of something else?
  • You posted earlier your reason for wanting to go into the tomb of Wati. Said post included an apparent devotion to Pharasma. To convey my problem with this statement, I will quote your background for clarity: "but his talents always lay with his natural athleticism over his mental faculties. As such, his instruction turned more toward learning the duties of the temple guard."

You actually imply that he did not want to worship Pharasma. At the least, you indicate that you do worship her but have less passion about it than others more faithful to her.

So many plot points that never get enough information to completely define who Mulluq is. Characters are not just flat objects to write on, they are a canvas. Need to use more.

My point isn't to call you down to humilty, it's to show what others are going to see when they read what you have created. I should ask, though, why do you have so many archetypes? Taking so many makes it appear like you are out just to win.

I look forward to your comments.


Airon87 wrote:

Submitting for your consideration Seferneru aka Dragon Sef, human martial artist monk and a guy we've all met once in our lifetime.

** spoiler omitted **

** spoiler omitted **...

Tell me then, why would anyone adventure with such an individual?


Submitting this character for Table 2 (he will come back to level 1 of course)


Here's Malik submitted for table 2 I suppose, he is mostly complete. Though I do want to read up some more on Osirion's background and work it in to his backstory more deeply (It's the same as what I PM'd you bwatford). I have never played an arcane caster before so if anyone wants to comment on my build that would be appreciated. I took the reactionary trait for mechanical reasons, but I am strongly considering swapping it for something more tied in to his backstory.

Spoiler:
Malik
Human Sorcerer (Imperious Bloodline) 1
LG Medium Humanoid (Human)
Init +4, Senses Normal, Perception +0
----------------------------------------
DEFENSE
----------------------------------------
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
HP 10 ((1d6+1))+3 toughness
Fort +1, Ref +2, Will +3
----------------------------------------
OFFENSE
----------------------------------------
Ranged Light Crossbow Attack: +2 Hit: 1d8 Crit: 19-20/x2 Range 80 ft.
Melee Shortspear Attack -1 Hit: 1d6-1 Crit: x2
----------------------------------------
STATISTICS
----------------------------------------
Str 8, Dex 14, Con 12, Int 10, Wis 10, Cha 18
Speed 30 ft.
BAB +0; CMB 0; CMD 11
Feats Toughness, Eschew Materials, Spell Focus (Evocation)
Skills Intimidate +8, Linguistics +4, Diplomacy +8
Traits Blood of Pharaohs, Reactionary
Drawbacks Pride
Languages Common, Ancient Osiriani
Possessions
----------------------------------------
MAGIC
----------------------------------------
Caster Level: 1

Spells known:
4 0th, 2 1st

Spells/day:
4 1st level

DC 14+Spell Level

Spells Known:
0th
Detect Magic
Prestidigitation
Light
Ghost Sound

1st
Mage Armour
Color Spray

----------------------------------------
SPECIAL ABILITIES
----------------------------------------
Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Cantrips
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer 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.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.

Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

The Story so Far:

Malik's only memory of his parents was of hurried whispers and of being passed from clammy shaking hands to the hard embrace of his mentor Nasir. Raised in a blur of different tutors and little time to himself, Malik had the education of a king. Nasir taught him the ways of combat, though his leanings were more to the battle of words than the battle of swords. History played a large role in his studys, with a strong focus on the past of Osirion and the pharaohs, this he learned from lengthy and boring tomes as well as a portly and slightly senile old man named Jed. It was also from Jed that Malik learned what he knows of the Ancient Osiriani language.

When his gift for magic was discovered he learned from the best sorcerer Nasir could find and safely bring into confidence, a kindly middle aged woman known only as Daveen. Daveen was the first mother figure in Malik's life and not only taught him the ways of magic but did her best to instill compassion and a love of life in the young man. It was on the day that Daveen disappeared without a trace and with the possibility that she was captured by their enemies that Nasir decided it was time Malik was told of his heritage; that he was the rightful pharaoh of Osirion and that the blood of the ancient ran through his veins.

Nasir had planned for Malik to have more training before telling him and sending him away, but it seemed only envitable that they would soon be found. Nasir would do his best to distract their enemies while Malik would head for Wati, where the ancient tombs within would be opened for exploration for the first time and from where Daveen had disappeared. There Malik would not only have to delve into the tombs and find concrete proof of his lineage, but also attempt to gain allies and supporters in his lawful rebellion. Malik set out for Wati not only willing to fufill his destiny, but with a more personal mission in mind, to find out what had happened to Daveen.

Description
Malik is a quietly imposing young man, despite an average stature and slender build his golden eyes burn with an intensity and ambition that can leave even a more experienced man wondering of the danger in confronting him. His skin while tanned is not as dark as many Osirions for the simple fact that he spent much time indoors at study. He has the hands of a writer and the posture of a soldier and a strong steady voice used to debating.

Personality
While Malik managed to learn something of compassion from Daveen no one could call him a gentle man, he is harsh to those he believes deserve it and holds fast to his opinions, ever willing to laden his words with hidden insults for those he finds beneath him. Despite all this he is a steadfast friend and a natural leader, ever willing to help those he sees in need -as long as he believes they deserve his help that is-. Malik while prideful to a fault is also very protective of the pride of those he considers friends or family and is known to have gotten into scuffles over perceived slights against those he cares about. Because of his pride he can also be reckless and overconfident. It can also be said that Malik has a soft spot for books and tales of all kinds, despite being forced to read many a boring tome he greatly enjoys reading when he can choose the subject.


Noticed that my alignment was listed as unknown. Looks like I forgot to add it.

Anset is True Neutral. He is repectful of traditions and agreements and believes in order, but cares nothing for mortal laws or debts. He is not sadistic or deceitful, but he is willing to engage in activities others find distasteful to accomplish his goals.


Grand Moff Vixen, despite what your intentions may be, I will say that it comes off a little like an attack. All the same, they are questions about my character, and if there is confusion I will try to clear it up in case you are not alone.

Question 1:
Grand Moff Vixen wrote:

  • While I understand that not everyone has the same skill in such, I find that the grammar is poor. This causes the story to flow poorly. One example is when you use the words "studied" and "delved". These words convey a similar meaning in the context that you use them. They muddle the paragraph and make the story harder to follow.

I will admit my grammar is not always at its best, but in this instance I used them to indicate the variety of intensity/techniques he applied in trying to learn. He studied what was taught, focused by blocking out all else, and delved into finding his own answers outside of the material presented. It was addressed right after where I expressed that, despite his wanting to learn, he was more blessed with a good physique than a strong mind. He's not dumb, he's just not smart. He didn't have the 'capacity' to learn the job, but he had the 'natural' 'talent' of athleticism.

Question 2:
Grand Moff Vixen wrote:

  • In the second paragraph you detail what Mulluq is obsessed about, though you never explain why. What childhood event brought him to such a conclusion? Why does he hate undead with such passion?

The paragraph starts with his reason. 'If there was one thing he could retain' means that despite wanting to know more, only that one thing stuck in his head. Maybe it was how it was taught, or just that the teachings were more involved. For all his desire to be a priest of Pharasma, all he could really remember the most was HER hatred for undead. For his love of the church he wants to defeat its enemies, but the only enemy he can think of are the undead, so he focuses his attentions on that. Since he didn't have the capacity to be a priest, he had to settle for a more physical position within the church, and a temple guard was his option.

Question 3:
Grand Moff Vixen wrote:

  • Also, in the second paragrah you don't explain why he wanted to guard the Necropolis. Is it because he is morbidly fascinated with death/undeath? Or is it because of something else?

It's not that he wanted to guard the Necropolis. He was a guard for the priests whenever they had duties to perform within the Necropolis. It was the only opportunity to actually face the undead and to him felt like he was doing more for his church than just being a guard. He was in a situation to actively face the enemies of the church.

Question 4:
Grand Moff Vixen wrote:

  • You posted earlier your reason for wanting to go into the tomb of Wati. Said post included an apparent devotion to Pharasma. To convey my problem with this statement, I will quote your background for clarity: "but his talents always lay with his natural athleticism over his mental faculties. As such, his instruction turned more toward learning the duties of the temple guard."

Answered above. He loves the church, and serving it, but he's just not priest material. He had to settle for everything he could do just shy of being a priest. With all these groups of people suddenly going in and being allowed to rummage around the tombs, he wants to help by ensuring that the people going in act accordingly to the tenets of Pharasma.

End Comments:
Grand Moff Vixen wrote:


You actually imply that he did not want to worship Pharasma. At the least, you indicate that you do worship her but have less passion about it than others more faithful to her.

Incorrect. Reread it. He WANTS to worship her, and does as best as he knows how. Sadly, he isn't really blessed with the brains for it, so he uses his muscles in her name instead.

Grand Moff Vixen wrote:


So many plot points that never get enough information to completely define who Mulluq is. Characters are not just flat objects to write on, they are a canvas. Need to use more.

I feel, based solely on your questions, that didn't actually catch what was said. You gave it enough attention to formulate many questions off of it, but the answers to them are actually within the text itself.

Grand Moff Vixen wrote:


My point isn't to call you down to humilty, it's to show what others are going to see when they read what you have created. I should ask, though, why do you have so many archetypes? Taking so many makes it appear like you are out just to win.

My number of archetypes was addressed by the GM. I just didn't go in and change them yet based on the GM's response when I asked him about it. As I understood it, if I was selected I would be able to discuss with him between the two options I had in mind.

I will be removing the Infiltrator, and need to decide on Beastmaster or Skirmisher. It all comes down to his beetle friend. I will be taking the option that allows me to keep the pet. If I can't do so with Skirmisher, then I will be a Beastmaster. I originally had chosen Skirmisher because it removed the ranger spells, and the premise of the character was that he wasn't good enough to be a cleric, so I felt him having the spells went against that.

Also, I spent a feat just to take a Khopesh, which I'm willing to bet is not on any of the optimizer guides (don't know since I don't use them). The weapon is just to add flavor to a character native to the region.

Also, as I've been told by the druid player in my home game, animal companions don't pay off in the long run. Regardless, he is built around doing what I can to keep the pet. I even took the Human racial trait to give it a +2, and am putting it in its Int which loses the one vermin benefit of Mindless.

If anything, I was concerned that I have weakened myself too much that there would be concerns about me not holding my own.


Cheers, GM! I'll work out my concepts, then =)


I shall re apply to Table 2. Congrats table one selectees.


Apply to table 2


Mummy's Mask PbP - Character Submissions:

Nightly Update...

Slots Available Table 1:
1 DIVINE

Slots Available Table 2:
1 WARRIOR, 1 DIVINE, 1 ARCANE, 1 SKILL MONKEY, 1 SUPPORT

WARRIORS
(The Pale King) - Basil - Suli Male - CG - Cavalier 1
(Andrea1) Noonan - Human Male - Barbarian - NG - Barbarian (Invulnerable Rager) 1 )
(Desidero) Valienna "Vale" Westridge - LG - Human Female - (Oath of Charity) Paladin 1
(Helikon) Bjoern Son of Beorg called Ghostbear - CG - Human Male (Ulfen) - Ranger 1
(Troy Malovich) - Mulluq'Tar Sheptat - LN - Human Male - Beastmaster Ranger 1

DIVINE
(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
(Algar Lysandris) Sophia Vandermoot - Human Female - Unknown - Cleric - 1

ARCANE
(psionichamster) Nysmnyd - Gnome Male - CG - Illusionist 1
(rorek55) Vinnick Varzel - Elf Male - TN - Wizard 1
(The Pale King) Malik - Human Male - LG - Sorcerer (Imperious Bloodline) 1

SKILL MONKEYS
(psionichamster) Unnamed - Halfling Male - CG - Rogue 1
(Papa-DRB) G'Nal - Elf Male - NG - Rogue 1
(The Pale King) Cedric Wale - Half-Elf Male - Unknown Alignment - Bard (Archaeologist) 1

SUPPORT
(Escharid Blackrose) - Saedue Menura - NG - Elf Female - Alchemist 1
(Airon87) Dragon Sef - CG - Human Male - (Martial Artist) Monk 1


DM:
Alignment is: L-N


Updated Backgroundstory and fluffs (Like dislikes, favorite food etc.)


Saedue is nearly done.
Just need to spend 500+ GP from my starting cash, and have no idea how...


@ Saedue

Let me help you a bit.... lol

Rich Parents

You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.

Benefit: Your starting wealth increases to 900 gp.

You start with 900 gold, not 900 + 180


Saedue Menura wrote:

Saedue is nearly done.

Just need to spend 500+ GP from my starting cash, and have no idea how...

With those funds you now have access to pay the cost for a masterwork weapon or armor piece. Keep in mind that armor costs 150GP above normal price while a weapon is 300GP above regular cost. You may want to consider the armor. A +1 to AC at level 1? Yes please!


Masterwork armor does not increase your AC by 1, it decreases the Armor Check Penalty by 1.


And you are right. Whoops! I was thinking of something else. Doh!

Still, a masterwork weapon is nice.


Already got both (masterwork weapon and armor)


Well considering it is tombs, I would go anti-toxin, vermin repellent, acid and alkali flask for starters.


Dakcenturi here. Haven't gotten the crunch together yet but started putting together the fluff.

Background:
Kala is a beutiful, young Mwangi woman. From an early age, her parents knew the spirits were with her as strange occurances always followed where ever she went. Things moving on their own and faint noises only confirmed the spirits of Wendo were interested in her. Taking her to thw village shaman in her early teens Kala was trained to use her connection with the spirit world to benefit the tribe and uphold the teachings of the Wendifa. When she was 16 a Pathfinder passed through her village exploring parts of the Mwangi Expanse. This was her first real contact with someone outside of her tribe and the half-elf Pathfinder intrigued her. She followed the Pathfinder who was exploring the old ruins outside her village and watched as the half-elf easily dealt with the threats of the ruins. When the half-elf came out of the temple to leave, some open wounds on her body, Kala rushed to help heal her wounds. Seeing the girls powers and her very apparent interest in the Pathfinders the half-elf offered to take Kala back to Absalom for further training and to attempt entry into the society. Two years later Kala was accepted into the society. With the rush of Pathfinders going to Osirion after the Ruby Prince has opened up the tombs to the society Kala was assigned to go to Wati in order to take part in a lottery for tombs being opened. As her first mission with the Society she is extremely excited and looking forward to returning to a region at least somewhat closer to her home. She is also very intrigued by the Osirion culture around their dead her Juju practices commonly deal with death and the undead.

Personality:
While Kala is a practicioner of Juju, something most of the other religions and cultures of Avistan simply don't understand, she strives to balance the forces of nature, life, and death with the needs of the Wendo. She is very easy to get along with, and from the last few years in civilization has become more attuned with the customs and standards of society. She is very inquisitive and craves adventure.

Should have crunch tonight or tomorrow. Going for an Oracle with the Juju mystery. Thinking LN for alignment and I am in Central time.


Very intrigued to find out more about this JuJu Oracle.... let me know when the crunch is done.


Thanks I'm looking forward to trying it out if I get picked. Think it can provide some interesting RP, especially with Wati basically being run by worshippers of Pharasma which I could see conflicting with the Wendifa practices. Luckily she will have a high Charisma to try and diplomacy her way out of sticky situtaions :)


Saedue Menura wrote:
Already got both (masterwork weapon and armor)

I recommend looking at things from the Ultimate Campaign book. Look for things that are useful for tomb exploration but are normally too expensive for a 1st level PC.


I believe I have made the first character selection for table #2.

Filling the ARCANE slot will be:
(The Pale King) Malik - Human Male - LG - Sorcerer (Imperious Bloodline) 1

If Malik will join the discussion thread at table #2 for further instructions.

You can find it by CLICKING HERE.

As this means that the Arcane Slot is now filled at both tables, I will have to excuse some of the arcane submissions from the thread at this time.

(psionichamster) Nysmnyd - Gnome Male - CG - Illusionist 1
(rorek55) Vinnick Varzel - Elf Male - TN - Wizard 1

Thanks for your submissions to the game. You are both welcome to submit other builds for slots that remain open.

5 slots are still open and undecided on:

Table #1: Divine

Table #2: Warrior, Divine, Skill Monkey, Support


I am working on a warrior submission for table 2. A dwarven fighter (unbreakable), working toward the living monolith prestige class. I'll post his profile here as soon as I finish it up.


Grand Moff Vixen wrote:


Tell me then, why would anyone adventure with such an individual?

Because he's the best!

Jocking aside, I see why you have doubts, but I don't plan on doing anything disruptive for group dynamics. I'd play him as a showoff and very vain, but not a douchebag. It can lead to some fun roleplaying.

Think Sokka in the first season of Avatar: the Last Airbender.


Grand Moff Vixen, I don't know if you are done with your submission yet, but I just noticed you haven't been on the lists of character submissions the GM puts out.


Mulluq'Tar Sheptat wrote:
Grand Moff Vixen, I don't know if you are done with your submission yet, but I just noticed you haven't been on the lists of character submissions the GM puts out.

I don't understand the point you are trying to make.


The 'point' I was making, was that the GM may not be tracking your submission, in case maybe you thought he was. I was offering you a heads up in case you hadn't noticed it was missing.

Since I didn't know if it was intentional on your part or not, like you just are not done with it yet, I thought I would be courteous and mention it to you just in case.


I need to put both of you two in a group together..... lol. Now that would be rp gold.


Gotcha. I am am still trying to make something but have yet for the build to turn out. I will keep working on it.

That and I only have access to Hero Lab at home for putting all the crunch together.


@ GM Bwatford,

I have no problem with it. I started one game that way, and ended up inviting the other player to one of my private campaigns, as we bonded as players much better than as recruits.

@ Grand Moff Vixen,

I hear you about the Hero Labs. I'm starting to feel I've become too dependent on it, but it's just so nice having it all laid out and everything you qualify for highlighted. Also, I only have core Hero Labs, so I have a lot less options when I use it than I do perusing link after link on the PRD or SRD (which is what I'm stuck with at work).

Like Boon Companion. I don't have the add-on, so I have to build the benefits in the personal tab if I want to put the PC in Hero Labs. I did it once for the DMPC I included to help when I ran my wife and kids through RotRL.

Edited for clarity.


Here is Dumah, the submission for MarkOfBane. He is a dwarven fighter (unbreakable archetype), growing toward the Living Monolith prestige class. I am in Seattle, USA PST. Dumah’s stats and story are in this profile. Thanks!


Mulluq'Tar here, adding another submission for the divine role. This is actually the very first character I made on the forums here, who has been in a short-lived Kingmaker or two, but his personality fits well for this one.

I need to change the profile back to level 1, but the personality and backstory are up to date, as well as the Hero Lab entry.


Ok folks lets make some evening decisions, choices have been hard but I think I have a few more names to drop.

The remaining DIVINE slot for table #1 will be filled by:
(Troy Malovich) Holbrecht Bastionne - LN - Dwarf Male - Cloistered Cleric of Brigh 1

Troy lets get those stats back to first level and join the other 4 members in the discussion thread Located Here

The DIVINE slot for table #2 will be filled by:
(Doomed Hero) Anset Ossari - Human Male - TN - (Anubis) Cleric 1

Doomed Hero please make your presence known in the discussion thread LOCATED HERE.

With the above choices I will have to dismiss the following submitted characters as the divine slot has now been taken at both tables:

(trawets71) Sunshine "Sonny" Wright - Aasimar Male - NG - (Sarenrae) Cleric 1
(TerminalArtiste) Quessan - Human female - CG - (Sekhmet) Inquisitor 1
(Jon A) Mchanga Dwarf Male - TN - Desert Druid - 1
( Algar Lysandris) Sophia Vandermoot - Human Female - Unknown - Cleric 1

I appreciate all of you submitting the above for consideration and you are all welcome to resubmit for the remaining slots.

Slots still available on table #2 are:

WARRIOR, SKILL MONKEY, SUPPORT


Applying for table 2.

Spoiler:
Rasul
Human Fighter (Lore Warden) 1
LG Medium Humanoid (Human)
Init +2, Senses Normal, Perception +0
----------------------------------------
DEFENSE
----------------------------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 dex, +1 dodge)
HP 12 ((1d10+1))+1 Favoured Class
Fort +3, Ref +2, Will +1
----------------------------------------
OFFENSE
----------------------------------------
MeleeHeavy Flail Attack +4 Hit: 1d10+3 Crit: 19-20
----------------------------------------
STATISTICS
----------------------------------------
Str 17, Dex 14, Con 12, Int 13, Wis 10, Cha 8
Speed 30 ft.
BAB +1; CMB +4; CMD 16
Feats Power Attack, Cleave, Dodge
Skills Appraise +5, Linguistics +5, Knowledge (History, Religion, Nature) +5, Survival +4
Traits Resurrected, Indomitable Faith
Drawbacks -
Languages Common,
Possessions Chain Shirt, Heavy Flail
----------------------------------------
SPECIAL ABILITIES
----------------------------------------

Scholastic (Ex)
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

Weapon and Armor Proficiency
A fighter (lore warden) is proficient with all simple and martial weapons and with light armor.

----------------------------------------
BACKGROUND
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The Story So Far:
Born in the city of Tephu, Rasul came from a family of old god devotees who ran a small temple where the worship of the old gods could be practiced. As a child Rasul was quick to question the devotion of him family, why worship gods that had receded from Golarion so strongly?

Rasul's lineage can be traced back to the most devote guardians of an ancient temple to Osiris. Handed down through the generations the fighting styles and ways of the guardian are still kept as tradition. Rasul's father still held incredible pride in this fact regardless of the fact that his family no long enjoyed the divine powers of the past. So as tradition calls, he went on to train Rasul as a guardian since the day he could walk.

Wanting a better life for her son, Rasul's mother decided to send him off to apprentice and become a scribe against his fathers wishes. It was during this time that Rasul's curiosity became known as began digging through the history of the country, gods, and people. During his time as an apprentice, Rasul continued to casualy practice worship towards the old gods.

Three scribes took notice of this, and would constantly pester and bully Rasul for his apparent devotion to gods who would not answer. Eventually becoming fed up with their actions, Rasul summoned the courage to stand up to the scribes, scolding them for mocking his beliefs. Eventually this escalted to a fight among the four of them three against one. What started off as the average scrap, was taken too far and Rasul ultimately succumbed to the wounds he received at the hands of the scribes, dying as they scattered in fear.

In the abyss of death, Rasul heard the voice of one of the old gods for the first time, Osiris spoke to him, words of reassurance and of a future destiny. Rasul returned to the living resurreceted as a changed man and with a new found devotion to Osiris. Unsure of what to do with his second chance or even where he should start, Rasul returned to his small temple home in the hopes of returning to his previous life with a new found devotion to worship so that he could once more make contact with Osiris for answers to his questions. Though that is not what happened.

Upon his arrival home, Rasul found the people of his temple worshiped him as a prophet of Osiris and proof that the old gods still cared for the common people. It wasn't long until the commotion spread and rumors went around, people said that it was his duty to carry out the will of Osiris. Rasul's father was incredibly proud of him and the rest of his family became caught up in the excitement as well.

At first, Rasul was confused and hesitant, unsure if all the belief of his people was true but as he searched for answers, searched for why Osiris brought him back, he came to a realization that it didn't matter if it was true. Rasul's devotion shortly became immensely strong, and soon his mother asked of him if he could leave the temple for a time due to the massive uproar his rebirth had stirred.

That was his chance. With his mothers request in mind, Rasul decided that it was a good time to leave, that he would travel and spread his faith and devotion to others in hopes of restoring the old gods worship to it's former glory in his proud country. But most importantly he needed answers, and it wasn't long until he found himself in Wati readying himself to plunge deep within its tombs to find the answers he needed, no matter the cost.

His duty, devotion, and faith to Osiris would keep him strong. Rasul decided that he would change his country for the better, for his people and for himself. That was his destiny.

Appearance: 6'5", darker tanned skin. Small scars cover his body from his training as a guardian with one large and gruesome scar in the middle of his chest from when he was killed. Rasul has calming and friendly demeanor that seems to radiate from him. He constantly has a smile on his face that tends to lift the spirits.

Personality:
Rasul is quite kind, not really one to look for fights and always willing to help. With this kindness brings naivety though but this generally doesn't stop him. Rasul can sometimes come off as arrogant due to his strong devotion to Osiris and belief that he is a destined to bring forth a new age and the return of the old gods


Ok lets throw out a few more selections...

Filling the WARRIOR role on Table #2 is:
(markofbane) Dumah - NG - Dwarf Male - Fighter (Unbreakable) 1

Filling the support role on Table #2 is:
(Escharid Blackrose) - Saedue Menura - NG - Elf Female - Alchemist 1

markofbane and Escharid Blackrose please make your presence known in the discussion thread LOCATED HERE.

This now only leaves one slot left, for a SKILL MONKEY. Preferably a trapfinder.

I appreciate all of you submitting characters for consideration and you are all welcome to resubmit for the remaining slot. I still may flip one or two spots at the tables around and I yet may use a character that has already been submitted as well.


Bjoern is a trapfinder and skillmonkey ;-)


I have not ruled Bjoern out still making my decision.

Sczarni

Re: my halfling rogue.

David is a young, thoroughly enamored with the adventuring life, redeemed thief.

He was born into slavery in Cheliax, and was freed during an Andoran raid on the vessel he was on.

Personality: optimistic, confident, and always ready to adventure. Hes been around the block a few times, and knows to watch his back. Rather than become paranoid about this, he loves the thrill he gets from danger and the rush of the unknown.

Favoring a quick volley of ranged attacks followed by a (possibly false) retreat to lead his enemies into an ambush, he won't hesitate to go toe-to-toe with a larger and stronger opponent if need be.

Quotes:

"For the last time, yes, I'm sure I disarmed th e trap. Just be ready to run, anyways, ha."

"Oh no, a big scary orc! Whatever shall I do?" Feigning fear, David waits until the last second before stepping back and grabbing the edge of the pit trap behind him. The orc, in full charge and bloodlust, fared less well.

"Okay, guys. There's 5 of them and 3 of us." A skin stone cracks the central bandit in the forehead, dropping him where he stood. "Make that 4. We got this!" the halfling offers as he reloads his leather sling.


I think I'll make a trapper ranger for table #2. Will post in a little bit.


Just a friendly reminder... If you take the Trap Finder campaign trait for Mummy's Mask, any class or archetype can effectively fill that trapfinder role.


Added crunch to Kala in her profile.


Applying for Table #2 Skillmonkey. Looking to make a Rogue that both disables and builds traps.

Spoiler:
Amal
Rogue (Trapsmith) 1
NG Medium Humanoid (Human)
Init +5, Senses Normal, 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 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
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OFFENSE
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Melee Shortsword x2 Attack +3 Hit: 1d6 Crit: 19-20
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STATISTICS
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Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 8
Speed 30 ft.
BAB +0; CMB 0; CMD 13
Feats Weapon Finesse, Two Weapon Fighting
Skills Acrobatics +7, Appraise +6, Craft (Traps) +6, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Perception +5, Sense Motive +5, Sleight of Hand +7, Stealth +7, Use Magic Device +3
Traits Mummy Cursed, Reactionary
Languages Common, -, -
Possessions Leather Armor, Two Short Swords
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SPECIAL ABILITIES
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Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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BACKGROUND
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The Story So Far: Amal's story begins four generations ago, with his great great grandfather. His great great grandfather made many a bad decision in his life and was a very poor provider because of it, unable to feed his family through honest means he found himself joining a group of bandits with whom he wandered the sands plundering from the poor and rich alike.

It was during this time that Amal's great great grandfather and his fellow bandits accidentally stumbled across a hidden tomb. Overcome with greed and the pain behind the thought of their families going hungry, they decided to delve into the tomb, where they would find their doom.
As the group went deeper and deeper, they were overwhelmed with a feeling of dread. Eventually they reached the end of the tomb in which they had found no treasure and it was there that they found the sarcophagus. A coffin made of pure gold with gems encrusted into it, as the others became excited, only in Amal's grandfather did the feeling of dread still remained.

He wanted nothing to do with it, so Amal's grandfather began to wander back to the outside, the sounds of his comrades opening the coffin in the background echoed throughout the entire tomb. As he neared the entrance of the tomb he noticed something odd, absolute silence. The silence was not to be however as he soon heard the terrible screams of his dying comrades. Completely filled with fear, he rushed back down into the depths with his sword drawn. All he found was an open coffin and all of his comrades wasted away to nothing but bone.

Amal's great great grandfather left that tomb and never looked back as he attempted to make his way home. It was during this time that the Mummy's Curse took a hold of him, and he slowly wasted away to rot. Unaware of his death, his wife grieved for her husband that never returned and raised their daughter, Amal's great grandmother, by herself.

The family curse hadn't become apparent until Amal's grandfather was born. He was born with much of his body a withered ruin akin to the flesh of a mummy. Fortunately, this was easily covered up by a simple robe, and no one outside of his family learned of their terrible curse. Knowing the consequences of allowing knowledge of the curse to spread the family kept it a dark secret and managed to live a peaceful life despite the curse.

Nearly fifty years passed, Amal's father was born with the curse as well and unfortunately for his family he found it more difficult to hide his damaged face as he grew older. Rumor spread quickly, at first Amal's family was feared, but that soon turned into a kind of disgust. Amal's father was attacked and killed by fanatics who saw the curse as akin to being undeath itself. Amal's grandfather and his mother took the young Amal and fled.

Forced to become a nomad of the desert, Amal had an incredibly harsh upbringing as he faced starvation and bandits on a day to day basis. His mother forced him to wear a metal mask to hide the curse that plagued his face so that he would not meet the same fate as his father. Amal learned how to wield a blade to help defend his family against the hardships of the desert. It was also during this time that Amal began to fiddle with junk salvaged by his family, he found himself taking apart and creating devices and puzzles for fun, the mental exercise a kind of competition that was non life threatening.
Eventually his family found a way to make money and live a slightly better existence. They traveled as an entertainment caravan, Amal used his dexterity and skill with devices to wow the crowd and act out the tales his grandfather would tell, often of a family cursed by a mummy. They hid the truth right under their audience's noses. When his grandfather passed Amal and his mother could no longer continue the shows, neither of the charismatic enough to keep the attention of an audience.

Once again finding themselves in poverty, Amal was forced to take on underhanded and dirty business to survive. As pickpocket and thief he did what it took to make sure his mother was taken care of. They were stopped in Wati for a time when he heard of the opening of the tombs and of the dangerous traps, ancient lore, and boundless treasure to be found within. Amal had a brilliant idea, he would give up his life of crime to delve within these ancient tombs in search of a way to reverse the curse that had plagued his family for generations allowing him to never wear a mask again, and then return with bountiful loot so his mother could finally settle down and live the rest of her days in complete wealth and comfort.

And there was another thought he tried not to consider too strongly. One of the wondrous devices and traps he could find in the depths of the ancient tombs, the puzzles he could defeat and the battle of wits he could have against those now long dead.

Appearance: Amal wears a metal mask that covers the entirety of his face, never being seen with it off due to the mark of the curse that lies underneath. He seems to give off a rather ominous radiance that faintly flows about him. Amal stands at about 5'5" and his skin a darker tanned color. His hair is jet black yet it his hardly seen as it is covered by rough bandages to protect his head from the heat of the sun.

Personality: Amal -never- talks about himself. He constantly dodges questions directed at him that are about his past by putting the conversation on others. He can come off as touchy at times if you push too much, but seems rather polite if the subject is left alone. He constantly seems to be interested in traps and puzzles, acting as though they're more of a game rather than a dangerous situation.


Hang in there folks. This is a tough one. Still debating on who is going to get that final slot at table #2.

This one will probably come down to the wire. I will announce hopefully by tomorrow night (Saturday) or Sunday at the latest.


Ok it has been a tough choice, I actually wish I had room for four of you but I don't.

That being said, I am going to add 2 instead of 1 more to table two which will round the party off at six players.

Again I appreciate everyone that has submitted a character.

The final two selections are:

(Helikon) Bjoern Ghostbear, Human Ulfen Ranger
He will be supporting both the tank position as well as supporting the trapfinder position. You will have your work cut out for you.

(Snap44) Amal, Human Rogue (Trapsmith) 1

Both of you please make an appearance in the table #2 campaign discussion thread Located Here

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