Stormcrow's Mummy's Mask: Your Mommy can't help you

Game Master stormcrow27

A quest to save Osirion from the pharaohs of old.


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F Elf (Wild Elf) Hunter (Scarab Stalker) 1 [HP: 11/11 | AC: 17 T: 14 FF: 13 | F: +4/+10 R: +6 W: +3/+4+5; Init: +4, Perc: +9/+11]

It's great to be here! Thanks again, stormcrow27.

I think it'll be interesting having two females in the group with similar names: Lorn and Lionora. ;) Haha.

I dotted the game thread and then deleted the dot to keep it clean.


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Hello, happy to be a part of the game!


I decided on a three female/three male group for more interesting rolelplaying shenanigans. Also, I will be adding some old school Egyptian/Arabic style modules to the core 6 AP adventures written by Tracy Hickman back in the 80s. They're called the Desert of Desolation series, and they tie in very well with the Osirion mileu. If we finish this AP, then I will proceed with the grand Pathfinder conversion of Necropolis by the Grand Gygax himself, which is designed for up to 20th level, and will probably be epic/mythic in style.


Welcome, Ellequoi.


F Elf (Wild Elf) Hunter (Scarab Stalker) 1 [HP: 11/11 | AC: 17 T: 14 FF: 13 | F: +4/+10 R: +6 W: +3/+4+5; Init: +4, Perc: +9/+11]

Hi, Zohreh!

I just noted the 3/3 mix in genders. Interesting times ahead. ;) Sounds good re progression, stormcrow27.

Are we going to be discussing any/possible links between characters, here? Lorn and Arasmes are lovers and have been travelling/exploring together for a number of months already.

I don't mind linking backstories with other people, too, if they're interested.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Hi All!

RE: the three female/three male group, I was wondering earlier if that was a conscious decision or not. It should create an interesting dynamic.

@ the party, I believe the first order of business is picking a name for the adventuring group? Per the AP Player Guide:

Guide wrote:

Adventuring Party Names

Here are a few suggestions of adventuring party names
your PCs can use to help their group stand out.
• The Brave Raiders
• The Circle of the Final Rest
• The Crocodile’s Teeth
• The Dust Diggers
• The Five Blades Company
• The Golden Devils
• Jesper’s Jackals
• The Night Whispers
• The Ring of Daggers
• The Steel Spiders

Secondly, I left some flexibility in Jandar-Ki to adjust to the Party's needs. I was leaning towards Diplomacy for my last skill selection unless someone else has that covered. For combat, I was tempted to go pole arm trip or could just do the default ranged tree. The latter seemed like a waste since he has to melee touch to debuff anyway. The 3rd option is to go sword/shield just to boost the AC; this may be easier on the healing resources.

Any preference?


F Elf (Wild Elf) Hunter (Scarab Stalker) 1 [HP: 11/11 | AC: 17 T: 14 FF: 13 | F: +4/+10 R: +6 W: +3/+4+5; Init: +4, Perc: +9/+11]

Can we come up with a name for the party of our own choosing? I'm a bit indifferent to those listed -- as they don't fully represent all in the party. I could live with 'Jesper's Jackals' or 'The Night Whispers' if we have to choose from them.

As to Diplomacy, Lionora has a +11 and Zohreh a +7 to aid. Arasmes has charisma through the roof, too, but diplomacy isn't a class skill for him. The bard has a very high CHA score too and once he puts skill ranks into DIP he will be good to go, too. So, I feel we have Diplomacy covered (or will be covered) - but that's my 2 cents worth.


Thank you so much for choosing me!

I can still change the name until I get to 10 posts on Lionora if that would make it easier for people. If people would prefer that I'm open to suggestions.

Lionora will cover diplomacy, however depending on how stormcrow27 runs things, it might be better and/or more fun to have more people good at it. In the past I've seen this run a number of different ways. The way I prefer to see it done is that just everyone who wants to chip in roll, then take the highest and count it as the main roll and the rest as aid. This usually leads to quite high results though, so DCs would have to be boosted as a result.

We start of as a group, so I think our first order of business should be to figure out how we all got together. Once that is done it might be easier to settle on a name as we'll have more information about everyone. Those names are just suggestions, we can choose whatever we want I believe. I also need to chose a target for Lionora's lovesick, Jandar-Ki Naïlo or Varisia James. I'll look over your sheets, would either of you prefer to not be chosen?

I've been made aware that the Aasimar heritage of Lionora isn't very well explained in her background. She does have the scion of humanity trait, so her celestial heritage won't be very prominent regardless. It's possible to just play it as her not being aware of it. The only feature revealing the fact is her amber eyes, though her incredible beauty is a result of it as well. I picked the idea with Nethys to make a closer connection to Osirion and it's backstory, however he's true neutral rather than good, so it might not make the best sense. Should I change it?

Can I use the original version of the Heirloom Weapon trait? I understand if you think it's too much though...

@Jandar-Ki Naïlo and Varisia James: You both got quite a bit of focus in disable device. If we are allowed to change things about our character it's probably enough with one having it... Varisia got the higher bonus and it'll continue to scale with level.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Hey Everybody, super excited to get playing.

I'm totally down to brainstorm up a party name. Maybe we take a look at all the character's motivations for joining up?

Varisia is there mainly because he has an overriding interest in everything Ancient Osirion.


I'm happy to see stuff added. Hopefully we'll make it all the way there :).

I'm not sure how much, if anything, we are allowed to change our characters... stormcrow27, how do you feel about this? However if we are, then it seems like most of you didn't pick any drawbacks and/or flaws. We were allowed two of each. Those will let you both further define who your character is as well as offer some mechanical benefit (for example both Varisia and Zohreh would benefit greatly from picking up a drawback and the trait Fate's Favored).

@Jandar-Ki Naïlo: We got two pole arm users using trip weapons already. Lionora is not going down the greater trip route (3 feats to get there is too much imho), but I might have her pick up sweeping gambit. It might still better for you to go for a reach weapon as well though. Just go with whatever you want. Healing probably won't be a problem, though your AC is not the best even if you do pick up a chain shirt and a shield...


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Oh yeah, I didn't even think about drawbacks (Unlearned maybe?)/flaws, and that does sound like a good combination.

Sounds like most of the backstories involve coming from afar, so maybe a name associated with travel or exploring? League of Nomads?

Here's a fun-looking fantasy group name generator. Some combinations from there I liked:
Mighty Wanderers
Venturing Collective

More to be found here.

Or a name associated with a mascot or theme (like desert)... Tomb Brigade? Fellowship of the Bulls (had to work that in somewhere haha)?

I find it hard to be anything but straightforward with these kind of names...


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

What's the trade-off for Drawbacks? I was looking at your characters and it looks like drawbacks for feats. Is it for a feat or trait?


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

SRD:

"Drawbacks are traits in reverse. Instead of granting you a boon, they grant you a negative effect, typically in particular circumstances. If you choose to take a drawback, you can take a third trait that you have access to. You are not required to take a drawback."


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

The only reason I ask what the trade-off is because a few feats are listed as 'flaw' on their sheets.


We can pick flaws (or major drawbacks) and get a feat in return. We get up to two of those. We can also pick drawbacks and get traits in return and we can also get two of those.

@Zohreh: Your character is somewhat old. Half-orcs mature faster and live shorter than humans. You are at the maximum of the usual starting age for half-orc clerics. 26 for a half-orc is about equal to 30 for a human. I think it would be more natural if your character was slightly younger, though it's your character and you can make it however you want. Has she really traveled a decade traveling without gaining more than a single level of cleric?

I've made my character 25, following a similar age-span to half-elves (as listed in blood of angels/fiends rather than what's on the d20pfsrd).

@Varisia James: Would you like to be the target of my lovesick drawback? Given your backstory I'm really surprised you don't haven't picked diplomacy as a skill.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

@Lionaora Sure, as for the diplomacy, yeah. I wrote my backstory up last and have been going back and forth on it. I think I'll swap my spellcraft for a rank in diplomacy. I'll rank up in spellcraft at 2.

I'm thinking for my drawbacks I'll take Pride and Attached - To my hat, I'll throw something into my backstory about how I acquired it. For a flaw I'd take Animal Animosity, why did it have to be snakes? For traits Fate's Fortune, as suggested, and Spirits in the Stone. And for a Feat I'd pick up Lingering Performance... or combat expertise. Its a lot of feats to get to greater trip.


F Elf (Wild Elf) Hunter (Scarab Stalker) 1 [HP: 11/11 | AC: 17 T: 14 FF: 13 | F: +4/+10 R: +6 W: +3/+4+5; Init: +4, Perc: +9/+11]

@Jandar-Ki Naïlo: You have one more, bonus language you can add to your character due to your INT modifier (+1).


Female Aasimar Druid 7 (Noble)

Lionora:

Lionora wrote:

I can still change the name until I get to 10 posts on Lionora if that would make it easier for people. If people would prefer that I'm open to suggestions.

I personally think it would be better to have more distinct names (as people could mix up the names readily).

I have come up with a couple of other name suggestions which mean 'Light' (origin Arabia). If you don't like them, no harm, no foul. :)

Nazmin Ameerah
Zariya Ameerah (Zariya means 'beauty and light').


Female Aasimar Druid 7 (Noble)
Zohreh of the Bulls wrote:

Sounds like most of the backstories involve coming from afar, so maybe a name associated with travel or exploring? League of Nomads?

Some combinations from there I liked:
Mighty Wanderers
Venturing Collective

Or a name associated with a mascot or theme (like desert)... Tomb Brigade? Fellowship of the Bulls (had to work that in somewhere haha)?

I find it hard to be anything but straightforward with these kind of names...

I'm okay with the League of Nomads.

Some other suggestions:

The Golden League or The Golden Order
White Sands Company
The Sacred Nomads
The Tomb Travellers or The Tomb Crusaders
The Golden Jackals (Yes, I have a Golden theme going. lol)
The Glory Keepers
The Sands Covenant
The Seekers Enclave


I've changed her name to Ziraya. I hope that's good with everyone. It'll make it more distinct from Lorn.

I like the golden theme, though I'm don't feel like any of the suggestions are perfect so far.

The Dawnrose hunters
Eternal light hunters
Beauty of sun and moon

To play of the three deities we follow?

@Lorn: Is it correct that you haven't made your companion learn any skirmisher tricks?


Female Aasimar Druid 7 (Noble)

I like the name you chose! Thanks for that. :)

'The Eternal Light Hunters' is my choice out of those two.


Super happy and excited to be involved everyone! This looks awesome!

I like each of those names. I think my favorites are League of Nomads, White Sands Company, The Seekers Enclave, and the Five Blades Company.

As for the Diplomacy and social skills, I figured people from this group would choose diplomacy so I went bluff for mine although I did still take diplomacy as well.


Female Aasimar Druid 7 (Noble)

I'm leaving the diplomacy to the rest of you. With Lorn's 'Tactless' flaw, I think she'll be less diplomatic and rather straightforward. ;)

@Zariya: That's true, I haven't as yet, as it's a youngling and I gave it combat-trained tricks to start. Why?


Ras rolls his eyes and says Yes...I'm aware how "straightforward" you can be albi.


The skirmisher tricks are unique and fun. Though your mileage might vary. I think having one would be nice, but you aren't obliged to of course.


Female Aasimar Druid 7 (Noble)

@Zariya: I won't commit to any change at the moment, but I will look at the skirmisher tricks again and see if I want to take up one for Ravi. Thanks. :)

Okay, it's midnight for me, so headed to bed. Will reply to anything more tomorrow.


You guys can change your characters how you like until we start playing. For interaction skills, all three (bluff, intimidate, diplomacy) are good to have multiple characters in since it gives you more options. I also reward extra XP for good roleplaying and make adjustments to influence DCs or rolls (an interesting note on that, my last group didn't earn any because they killed everything they came across except for shopkeepers or "quest pertinent" NPCs), and with a play by post, you can take more time to think about your speech then around a table or virtually.

As for gamemastering style, I've been a DM for 30 years or so. I usually let the dice lie as they may, but I try to avoid TPK situations since my Kingmaker campaign laid down 37 PCs with a 4 to 6 person group over 2 years, and they never finished Act 5. I would like to avoid that if I can. I am also a big supporter of trying stuff outside the rules. If you want your PC to do something, suggest it and I will tell you if it is possible. Imagination is key.

@Zariya and Lorn, the sight of an anklyosaur skirmishing will be hilarious. I'm just waiting for you to armor him up in full plate so Ravi goes tank, tank, tank over the enemy. Also, there are swarm encounters early on in this adventure, so you'll want to invest in alchemy for alchemist's fire, etc, since area of effect magics don't really come into play for most of the divine or initiator or summoner/bard classes til later on.

On adventurer band names, may I also suggest Children of the Sun or the Tomb Raiders? Or the Bangles (of Walk Like an Egyptian Fame)?


I like Children of the Sun as well

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
Arasmes wrote:
I like Children of the Sun as well

I'm ok with that given I've been listening to Empire of the Sun in large quantities lately.


I like children of the sun too, though part of that is because it fits with my deity. Another alternative could be children of the sun and moon, to encompass Ketephys as well...

@Arasmes ibn'Fayad: You can delete the dot post to not clutter the thread and still get updates.


As well as Ra and Khonsu. For those of you worship the Osirian/Egyptian deities, there are more then the big 20 that Paizo put out in my campaign. In Osirion, the entire Egyptian pantheon was worshipped at one time or another, but as in real life Egypt, the gods became combined with other deities (for example Amun-Re, or Horus-Re, a combination of the creator god with the sun go Ra, or Horus and Ra) until the arrival of the Kelesh and the subsequent destruction of the majority of their temples. Bits and pieces of their worship still exist, especially under the new Pharaoh. The Dawnflower (Sarenrae) was added to the trio of Ra/Horus/Amun as yet another aspect of the sun that beats down upon Osirion with its unrelenting gaze.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
Zariya wrote:
@Jandar-Ki Naïlo and Varisia James: You both got quite a bit of focus in disable device. If we are allowed to change things about our character it's probably enough with one having it... Varisia got the higher bonus and it'll continue to scale with level.

Bummer. I figured that was the one role Jandar-Ki could fill without overlapping. I'm starting to feel like a 5th wheel with an underpowered class and underpowered roles :P

Actually, it looks like we're even. Re-checking the math, Jandar-Ki is really at +10. Currently the two will remain in a dead heat leveling up until level 10 when Deft Hands moves from +2 to +4, exceeding Skill Focus' +3.

@Varisia - any preference? Jandar-kI can stay on the trap path if you want the aditional feat?

Otherwise, I can shift Skill Focus to Stealth? Acrobatics?


@Arasmes: Where is the stats for your eidolon? I can't find it anywhere... Is it set up for combat or skills? I like to make the eidolon into a great scout with skilled perception and stealth when I build master summoner, but there are a plenthora of options.

@Jandar-Ki: Dual mind or exotic weapon proficiency are alternate options if you don't find a skill focus that you like. Motes of time seem to favorize big weapons.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5
Keerlorna "Lorn" of the Alijae wrote:

@Jandar-Ki Naïlo: You have one more, bonus language you can add to your character due to your INT modifier (+1).

Thanks. Updated with Osirion.


@Jandar Trust me you won't be underpowered for long. The time thief gets super ridiculous fast, especially if you start using motes for skill checks like stealth etc, because you can use them after you see the result of the roll. Plus as you get higher you can grant extra move actions to allies, add the mote to damage, etc. Oh and 20th level you're immortal. And you can age people to death, rewind time, stop time, grant rerolls to your allies and add your mote bonus to it after they have acted, and so on. And if you take the half-elf favored class time thief boost, your mote bonus will go up an additional 1d4 every 6 levels, so at 18th you could get a +24 potential bonus to any attack roll, etc for 1 mote, and you would have 21 times a day that you could do it, not counting the talent that adds your charisma bonus as an extra number of motes that you can use per day. And gain sneak attack.


And also don't forget you have prof with all martial and simple weapons.


Zariya Ameerah wrote:

@Arasmes: Where is the stats for your eidolon? I can't find it anywhere... Is it set up for combat or skills? I like to make the eidolon into a great scout with skilled perception and stealth when I build master summoner, but there are a plenthora of options.

@Jandar-Ki: Dual mind or exotic weapon proficiency are alternate options if you don't find a skill focus that you like. Motes of time seem to favorize big weapons.

Sorry haven't made an avatar for my eidolon yet but will do so tonight. He's set up for bodyguard duty and perception. Can't remember if I boosted stealth too.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

@Jandar-Ki Naïlo I don't think it will hurt to have two trap monkeys.

@stormcrow27 Just want to make sure before I start changing up stuff on my sheet, are you allowing us round 2ers to do the drawback/flaw deal?

For names I like Children of the Sun, or maybe combining a couple of the options above. Golden Sands Hunters?


Seems like most likes "Children of the Sun", I'm certainly fine with that. Playing of Varisia's idea, how about Golden Dawn Hunter or Golden Sun Hunters?

@Jandar-Ki Naïlo: If you don't feel like Time Thief gives you enough options I can recommend looking at the Martial Training I-VI line of feats. Picking up maneuvers from Path of War (or expanded) would synergise quite well with the extra actions a Time Thief gets. Riven Hourglass would be major flavor win (it's the time discipline), but there are a plethora of other good options, picking a cha based discipline might be better since Riven Hourglass is wis-based if picked through Martial Training. The only downside to picking this is that it costs a lot of feats (I guess it's similar to variant multiclassing in that regard), so if you pick those feats when you can then you won't get too many other feats. You could use flaws to pick up extra feats at level 1 to compensate though.


Varisia James wrote:

@Jandar-Ki Naïlo I don't think it will hurt to have two trap monkeys.

@stormcrow27 Just want to make sure before I start changing up stuff on my sheet, are you allowing us round 2ers to do the drawback/flaw deal?

For names I like Children of the Sun, or maybe combining a couple of the options above. Golden Sands Hunters?

Yup. To paraphrase an old Ernest and Julio Gallo wine commercial, we make no character before its time. So if you guys want to switch up feats, flaws, etc, go for it. You can even switch your class if you want. Once we start playing, then things are set unless you get tired of your character or would like to change a feat or spell etc. I also use the reformatting rules (aka respec) from PHB II if you decide to change class midstream. And if you want, you can also become dragonborn via the Races of the Dragon book if you feel a connection to Apsu, Dahak or Tiamat suits you.


Female Aasimar Druid 7 (Noble)

I like The Golden Sun Hunters.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

I also like Golden Sun Hunters.


One more vote and we have a majority:).

We still need to figure out how we all met up though.

I'm eager to start. Would be nice if people didn't take too long to change things. I don't think I'll make any further changes? Might be a good idea for people to state when they are done.

Zariya would benefit a lot for enlarge person if anyone got that. Sadly none of Sarenrae's domains grant that.


Zariya Ameerah wrote:

One more vote and we have a majority:).

We still need to figure out how we all met up though.

I'm eager to start. Would be nice if people didn't take too long to change things. I don't think I'll make any further changes? Might be a good idea for people to state when they are done.

Zariya would benefit a lot for enlarge person if anyone got that. Sadly none of Sarenrae's domains grant that.

Spell research. One of those things people never look at doing, but the rules are available. So you could eventually create your own enlarge person called Stature of the Sun or whatever fanciful name you wanted to make it.


For the cost of spell research it's possible to buy 20 potions or a wand and 10 scrolls. I don't think spell research is worth it in this case.


Eidolon

Here's my eidolon!


Golden Sun Hunters work for me!


I didn't know you could chose slam rather than claws, interesting. Where is that option from? I thought Improved Damage brought slam up to 1d10 as that is one step up from 1d8 (2d6 is one size increase, which is two steps). There is a table on the right side of the page here.

Will you be picking up Enlarge Person at some point Arasmes?


Zariya Ameerah wrote:
For the cost of spell research it's possible to buy 20 potions or a wand and 10 scrolls. I don't think spell research is worth it in this case.

It is if you don't have any arcane casters or UMD skill masters in your group, which has happened to me before.

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