GM Bold Strider's Mummy's Mask (Inactive)

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Discuss tomb raiding here.


Hello everyone! Since I haven't got the AP book yet, I don't have definite guidelines on character creation.

Most likely, 20 pt buy, all standard races, genie-kin, suli, catfolk, and perhaps others. Max gold for class. ACG classes are good. Non-PFS stuff will be legal, just let me know about it.

I'm excited for this one and hope to make it a great run.

Hopefully they release the PDF soon, so I can start reading it.


Checking in! Not sure what I want to play yet, but hopefully the Player's Guide will help inspire me.


Signboy77's PFS Scenario-rama

Boy oh boy. Excited for this.


Reading the player's guide I think it would be cool if we all had some sort of thematic connection. Like we're all locals or all from Rahadoum or Razmiran, or are all Catfolk or Dwarves or something.


I was considering playing a Pahmet dwarf. My take from the Players Guide is that is going to be quite dungeon crawl-y, so dwarves would certainly be a boon there.


Ohhh, all Pahmet Dwarves sounds great to me, assuming nobody objects.


Well, I'm still exploring options :) What about all Genie-Kin? Everyone a different element?


That sounds good too and would give us some more variety. I do love an all dwarf group though.


The Flaxseed Pathfinder Lodge

Woo! Excited!

I would really like to play an Investigator and cover the skill monkey/support role. I love skill monkey characters and have been wanting to play an investigator since they came out. I won't be terribly effective at combat at the lower levels but I'll be the trap/knowledge master.

As for the race, I don't have anything in mind. A themed party of all dwarves or all different elementals sounds pretty fun though, so I'd be down for that. I've never played a dwarf and a Pahmet Dwarf party sounds fun.

By the way, the rumor is the blog is going to release the ancient Osirion gods this week. We should watch out for that and maybe we can all be pilgrims worshipping the same god(dess).


The Flaxseed Pathfinder Lodge

As long as this doesn't quickly devolve into a boy band trope. So-and-so is the smart one, so-and-so is the cute one, so-and-so is the quiet and misunderstood one, so-and-so is the bad boy. . .


Man, I so wanted to be the bad boy...


Well, you will probably need an adventuring company name.

The Back Sphinx Boys

New Dwarves of the Block

.......


The Flaxseed Pathfinder Lodge
GM Tektite wrote:

Well, you will probably need an adventuring company name.

The Back Sphinx Boys

New Dwarves of the Block

.......

Boyz II Dwarves?

No, no! I shouldn't be encouraging this!

Lol.


btw: Thank you guys for being willing to go along with my coordinated party idea.

Pahmet Dwarves is my favorite so far.

I think I want to make an undead focused divine type. Maybe an Oracle of Bones or an undead lord cleric or something.


Signboy77's PFS Scenario-rama

I like Pahmet Dwarves too. Perhaps we adopt a common surname, like the Ramones?

I kid. But I'd like to be the loveable lunkhead.


The Flaxseed Pathfinder Lodge
Signboy77 wrote:

I like Pahmet Dwarves too. Perhaps we adopt a common surname, like the Ramones?

I kid. But I'd like to be the loveable lunkhead.

Ha! I like that idea actually.


The Flaxseed Pathfinder Lodge

@Pirate: I'm sure that would be useful in an AP like this. As long as you could pull it off without being evil. I'm not a big fan of evil PCs but it's certainly possible to do builds like that without being evil; I've got a PFS necromancer who was formerly trained as a Blood Lord in Geb but flew the country because he disagreed with their view on undead. So he's trained as a necromancer but actually a good guy.


I don't really like evil PCs either, heck I'd be happy to just toss the whole alignment system under the bus.

There's even the (old) Juju oracle, (Even if JJ says it doesn't fit in Golarion) assuming no objections from GM Tektite.


The Flaxseed Pathfinder Lodge
Pirate Rob wrote:
I don't really like evil PCs either, heck I'd be happy to just toss the whole alignment system under the bus.

If it weren't so integral to the game system as it's written now (what with spells and abilities tied to alignments, etc), I'd be fine with that. Pathfinder 2.0 maybe.


I was contemplating a dwarf monk.

So my question is: Does everyone need to have some sort trapfinding? The adventure sounds very trap heavy.


I don't imagine everybody needs it, but it would be nice if somebody could.

Investigator should have it covered though.


The Flaxseed Pathfinder Lodge

Don't worry, I'm picking Trap Spotter up second level and I'm planning to max out my ranks in Perception and DD. I'm also eventually going to take the talent that lets you add inspiration to your perception for free (so free +1d6 to the roll, +1d8 at a certain level).

At low levels I can't guarantee I'll catch all of them but at high levels trap-focused characters tend to auto-spot and auto-disable >90% of traps (I play a high-level archaeologist who does just that). Besides, I like to think of Investigator more as Skill Monkey: The Class.


1 Haunted Dwarven Oracle of Bones coming up.

For my campaign trait I plan to take "Resurrected."

Hopefully I can get some more background/personality/stats up in the next few days.


The Flaxseed Pathfinder Lodge

Yeah, I should be able to work on mine tomorrow. GMing RoW tonight.


Signboy77's PFS Scenario-rama

I'm thinking of either a fighter (foehammer arch.) or druid.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Ok, recycling an alias that never actually got used.

I think he's pretty much finished!


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

The Gods and Goddesses of Ancient Osirion

Yes! Now I can actually put a deity to my khopesh-wielding warpriest: Horus!

I love this. I instantly want to make several characters based around these gods. I've never played a cleric but I'll probably make one for PFS, assuming these are sanctioned (can't see why they wouldn't be).


I almost swapped to Ancestor for my mystery, but missed the extra cha-based skill that Bones gave me.

I will probably go to work on the augment summoning feat line.


Signboy77's PFS Scenario-rama

Alright, I've decided to go Druid (Serpent Shaman archetype). I'll get him put together soon.

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Got my dwarf character created. Now to finish with the details. I went with (I think) a more Osirion-sounding name, rather than a more traditional dwarven name. I hope that's alright.


The only things I know about Pahmet Dwarf names come from this page.


Well, here is a first pass. Not sure if I want to go Terra-Cotta monk or one of the more "tweaked" builds

Teos:

Teos Oldwise
Male Dwarf monk 1 Archetypes Terra-Cotta Monk, Vows,
LG Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +7
=================================================
DEFENSE
=================================================
AC 17, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +1 natural, +3 Wis)
hp 11 ((1d8)+3)
Fort +4, Ref +4, Will +5, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects., +2 vs. poison, spells, and spell-like abilities

=================================================
OFFENSE
=================================================
Speed 20 ft.
Ranged sling +2 (1d4+3)
Melee unarmed strike +3 (1d6+3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Melee flurry of blows +2/+2 (1d6+3)
Special Attacks Flurry of Blows, Relentless, Stunning Fist

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 6
Base Atk +0; CMB +3 (+5 bullrush) (+5 overrun); CMD 19
Feats Dodge, Improved Unarmed Strike, Ironhide, Stunning Fist
Skills Acrobatics +6, Climb +7, Disable Device +6, Perception +7
Traits Deathkeeper, Desert Child
Languages Common, Dwarven
SQ ac bonus, class skills, darkvision, hardy, lorekeeper, steady, vow of truth, weapon and armor proficiency, weapon familiarity,
Combat Gear
Other Gear outfit (monk's), sling bullets (10), rope (hemp/50 ft.), thieves' tools, waterskin (filled), sling, unarmed strike, dagger, flurry of blows, 0.9 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD.

Class Skills A Terra-Cotta Monk adds Knowledge (dungeoneering), Knowledge (engineering), and Disable Device to his list of class skills and removes Knowledge (history), Perform, and Ride.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deathkeeper You have lived for a time deep insidethe necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies hasstrengthened your ability to resist the powers of the unliving. You gain a +1 trait bonus on saving throwsagainst the supernatural abilities of undead creatures.

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Lorekeeper (Ex) Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.

Monk Bonus Feat

Relentless (Ex) Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.

Sky Sentinel (Ex) As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Vow of Truth You are not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, you remain silent. Many monks of this vow also take a vow of silence to show their commitment.

Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.


I do like Shin, my terra-cotta monk. With his wisdom pumped for AC and Perception, he rarely misses a trap, but multi-classing him with Sorc. has made him sub-optimal, which I don't mind in the least, but it has really begun to show in the higher tier games. This has been exacerbated by the fact that we had a dedicated rogue that could do everything better as far as Disable and had trapspotter, and Shin was forced to take the roll of melee, which he isn't his strong suit.


Pirate Rob wrote:
The only things I know about Pahmet Dwarf names come from this page.

From People of the Sands:

People of the Sands wrote:

Names

The Pahmet’s long association with the pharaohs of Osirion has led them to adopt some of the styles and naming conventions of those ruling dynasties. A firstborn child is usually named after his or her parents, but with a numeral denoting his or her place in the line since the ancestor who originally bore that name.

In ancient times, it was relatively common for Pahmet who served a particularly honored pharaoh to adopt that pharaoh’s name as a surname when he or she died. There are many Pahmet named after the pharaohs Osezis and Menedes, for example. In addition, Pahmet hold onto their even more ancient dwarven heritage by maintaining their clan names.

Female Names: Awib, Harwa, Kagemni, Menefer, Nesh,
Nuru, Smeret, Umaya.

Male Names: Ankhef, Dagi, Denen, Harkhuf, Jedef,
Malekeh, Raman, Seherab.

Clan Names: Deadshield, Glyphkeeper, Godspeaker,
Honorbeard, Oldwise, Sphinxmaster, Tombguard.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Ok, I hadn't used that alias for 10 posts yet so I changed the name because I like Sign's idea of a more traditional Osirion name.

I also looked up in my People of the Sands book about Pahmet dwarven names:

Names wrote:

The Pahmet's long association with the pharaohs of Osirion has led them to adopt some of the styles and naming conventions of those ruling dynasties. A firstborn child is usually named after his or her parents, but with a numeral denoting his or her place in the line since the ancestor who originally bore that name.

In ancient times, it was relatively common for Pahmet who served a particularly honored pharaoh to adopt that pharaoh's name as a surname when he or she died. There are many Pahmet named after the pharaohs Osezis and Menedes, for example. In addition, Pahmet hold onto their even more ancient dwarven heritage by maintaining their clan names.

Female names: Awib, Harwa, Kagemni, Menefer, Nesh, Nuru, Smeret, Umaya.
Male Names: Ankhef, Dagi, Denen, Harkhuf, Jedef, Malekeh, Raman, Seherab.
Clan Names: Deadshield, Glyphkeeper, Godspeaker, Honorbeard, Oldwise, Phinxmaster, Tombguard


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Bah! Ninja'd!

Funny that we had the same idea.


Do investigators do trapspotting?

Also, people of the Sands mentions how the a Pahmet have a deep love for Sphinxes, might be useful if someone picked up sphinx as a language.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

So we've got an investigator, a (terra-cotta) monk, a serpent shaman druid, and an oracle of bones.

Should be an interesting party!

Hopefully someone is bringing some damage though because my damage won't really start to come into play until later levels when I get Piranha Strike (3rd), Studied Strike (4th), and Kirin Strike (9th).


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Tangaroa wrote:

Do investigators do trapspotting?

Also, people of the Sands mentions how the a Pahmet have a deep love for Sphinxes, might be useful if someone picked up sphinx as a language.

Yes, that is one of the rogue talents they can choose and I'm picking it up at second level. third level. (Forgot the first Talent comes at third, not second.)

Also, yes. I really debated taking Sphinx but thought Osirion was more appropriate for my Linguistics language. I'll pick it up in a level or two (Ancient Osiriani might have to come first).


I pretty sure there is a Campaign trait that gives Sphinx to you, I think.

Investigators can take the rogue talent trapspotter in lieu of an investigator talent. That'd be level 3 at the earliest.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
GM Tektite wrote:
I pretty sure there is a Campaign trait that gives Sphinx to you, I think.

Yeah, I think I might actually switch to that one. I almost went with it anyways.

GM Tektite wrote:
Investigators can take the rogue talent trapspotter in lieu of an investigator talent. That'd be level 3 at the earliest.

Realized this right after I hit enter and edited above.


I'm not committed to this monk. I'm still mulling over a few more options. Monk of Four Winds sounds appealing to me. I can cheese up the stats a bit more to make him a heavier hitter, especially if your covering most of the skills.

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Okay, changed my name to Harkuf - I just like that better than Rahgid.

I'm re-thinking the Serpent Shaman Druid. Looking at what has been suggested, I think that maybe someone is needed to be a heavy hitter.

So, thinking again about the Foehammer - but it just doesn't seem to fit well within the setting of the AP.

My other thought is the Stonelord Paladin. But again, I'm unsure if it is a good fit for the theme.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Druids can be heavy-hitters, especially depending on the companion you choose. If you want a druid, I think a druid would do fine. It just depends on how you build them.

Of course, if you change your mind on your own, that's fine too.


Let me redo the monk. I can make a reasonably damaging monk.


Here Is a draft of my char sheet, without any equipment bought. Zoom out to see better (also I managed not to onclude page 2 which has my command undead revelation and haunted oracle curse)

Basically I've got all the cha skills, including UMD, (although not super high scores, but pretty good for a Dwarf)

I'll cast cure spells, will probably take bless for 1 of my level 1 spells, any thoughts on the other?

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Okay, sticking with Druid. I'm going vanilla druid with a snake (constrictor) animal companion. The Snake Shaman archetype just didn't feel right to me. I really was only considering it because the player's guide suggested it.

Will hopefully finish up the character this weekend.


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Hi, I'd like to be your front line today.

Will anbody in the party be able to supply mage armor, at least off a wand?


Hmm, I swear I responded to this, but I guess not.

I can UMD Mage Armor, if you're really worried you could look into the Brawler instead.

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