The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Khasem Black:

Male human (Garundi) ranger (dungeon rover) 4 (Pathfinder Player Companion: Dungeoneer's Handbook)
NG Medium humanoid (human)
Init +2; Senses Perception +9
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 40 (4d10+12)
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 elysian bronze greatsword +10 (2d6+7/19-20) or
. . unarmed strike +8 (1d3+4 nonlethal)
Ranged darkwood composite longbow +7 (1d8+4/×3)
Special Attacks combat style (two-handed weapon[APG]), favored enemy (undead +2)
Ranger (Dungeon Rover) Spells Prepared (CL 1st; concentration +3)
. . 1st—lead blades[APG]
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Boon Companion, Endurance, Furious Focus[APG], Power Attack, Weapon Focus (greatsword)
Traits knowing the enemy, trap finder, undead slayer
Skills Climb +7, Disable Device +7, Handle Animal +7, Heal +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +4, Knowledge (religion) +6, Perception +9 (+11 in underground environment to notice traps, potential cave-ins and dangerous flora), Spellcraft +4, Stealth +8, Survival +9 (+11 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +7
Languages Common, Osiriani
SQ elysian bronze, favored terrain (underground +2), hunter's bond (scorpion, giant named narmer), stone scouting, vermin affinity
Other Gear mwk chain shirt, +1 elysian bronze greatsword, arrows (40), darkwood composite longbow (+4 Str), backpack, bedroll, belt pouch, chalk (10), flint and steel, hammer, hemp rope (50 ft.), iron spike[APG] (2), mapmaker's kit[APG], mess kit[UE], piton (5), pot, torch (10), trail rations (5), waterskin, 432 gp, 8 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Elysian Bronze First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 b
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Vermin Affinity +4 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
--------------------

backstory:

Khasem Black is a native of Wati. A skilled and curious sort, he had slipped into the necropolis multiple times, but had not actually entered one of the tombs. Still, he patrolled some nights, finding and putting down undead he discovered along the way.
When the Ruby Prince opened the tombs to adventurers, he joined a small group called the Copper Spiders. Unfortunately, the inexperienced adventurers refused to listen to his advice when their greed overcame them, and his party suffered losses. Since then, he's been searching for a group that would match better with his own skills.


--------------------

Narmer:

Giant scorpion (Pathfinder RPG Ultimate Magic)
N Medium vermin
Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (4d8+4)
Fort +5, Ref +3, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d3+1 nonlethal) or
. . 2 claws +4 (1d4+1 plus grab), sting +4 (1d4+1)
Special Attacks poison
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int —, Wis 10, Cha 2
Base Atk +3; CMB +4 (+8 grapple); CMD 16 (28 vs. trip)
Skills Acrobatics +2 (+6 to jump)
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) No damage on successful reflex save.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison: Sting-injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.


The current players are giving some feedback on submissions, but don't feel like you need to rush anything. Recruitment is open until next Tuesday (the 27th) and I'll keep it open until then!


I'm thinking of a cleric of Maat or maybe Ra. I'm also thinking a haunted spiritualist. Will either of those ideas fit?


If you can make either fit what we're looking for, go right ahead. But it seems like making a primary front line fighter out of either of those might be difficult.


Ah, right. The spiritualist would work well enough but I'll switch cleric to warpriest if that's what I end up going with. I'll have the character up by today or tomorrow.


Thorfin Wyrmborn wrote:
This is Ouachitonian's submission, an Ulfen Draconic Bloodrager named Thorfinn Wyrmborn. His crunch should be done (but feel free to peruse and offer suggestions), but I still need to refine the fluff a bit (notably, I almost forgot traits, need to work the campaign trait into his background).

Updated. Should be good to go.

Dark Archive

Dotting for interest. Thinking of a desert ranger.


I'm going to drop Thorfin out of this recruitment. Thanks for the opportunity, best of luck to whoever gets selected.

Dark Archive

What are your feelings on background skills? Yeah or nay?


Marik Whiterose wrote:
What are your feelings on background skills? Yeah or nay?

We're not using them.


Introducing Amenhep, warpriest of Ra.

Stats:
Amenhep
Human (Garundi) warpriest of Ra 4 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 natural)
hp 33 (4d8+12)
Fort +6, Ref +3, Will +6; +1 trait bonus vs. divine magic.
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longspear +9 (1d8+7/×3)
Ranged mwk sling +6 (1d4+4)
Special Attacks blessings 5/day (Fire: fire strike, Law: axiomatic strike), channel positive energy 2/day (DC 13, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +6)
. . 2nd—communal protection from evil[UC], lesser restoration
. . 1st—divine favor (3), shield of faith
. . 0 (at will)—detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 13, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Combat Reflexes, Dodge, Power Attack, Pushing Assault[APG], Weapon Focus (longspear)
Traits devotee of the old gods, fate's favored, tactician
Skills Climb +8, Diplomacy +4, Knowledge (history) +7, Knowledge (religion) +7, Perception +6, Spellcraft +5, Stealth +3, Use Magic Device +2
Languages Ancient Osiriani, Common, Osiriani
Other Gear +1 chain shirt, +1 longspear, mwk sling, amulet of natural armor +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, iron holy symbol of Ra, 129 gp
--------------------
Special Abilities
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Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Background:
Amenhep was born in glorious Sothis, city of sandstone spires and ancient kings. Raised in the priesthood of Ra, he was trained as a warrior and a leader. He has a deep and abiding faith in Ra and believes it is his duty to defend the word of his god, by speech or spear. Though he can be brusque in demeanor, he is very balanced in his outlook on life, and views chaos as an obstacle to just rulership. Travelling companions may be unfortunately awakened by his tuneless chanting at sunrise during his devotions to Ra, for while Amenhep may have a golden heart, he has a tin ear.

Amenhep is most often dressed in a white kilt and chain shirt, as is typical garb for Osirian warriors. His spear is beautifully carved with a spearhead worked in the likeness of a falcon's head. His caramel skin is complimented by eyes the color of rich earth. His dark hair is worn in fine, straight braids ornamented with brass ringlets that tap together as he walks. He carries a woven sling at his hip and a dark metal holy symbol on a simple chain around his neck.

Returning from a pilgrimage to Xefon-Ra, he came to Wati having heard of the auction hoping to find a holy symbol more fitting for Ra than his current one. He has long carried a solar disk wrought of base iron, and has dreamed of one made out of the shining gold worthy of Ra. He arrived a few days beforehand and heard tales of a group of adventurers who had braved the Necropolis of Wati and defeated many of the living dead. He sought them out having heard these stories, looking to further Ra's faith by ridding Osirion of the undead scourge.


Submissions so far:
Assam Fadhrun, LG Male Paladin of Sarenrae (Hospitaler, Undead Scourge) , played by wanderer82
Roet Heineous, LN Male Half-orc monk (unchained), played by adsapiens
Sera Glant, CN Female Human (Garundi) Fighter (siegebreaker), played by Raltus
Laufey Gemshrike, CN Female Half-Elf Bloodrager (Urban), played by rdknight
Kazgrin Hazack, LN Male Dwarf Mutation Warrior (Fighter), played by RePete
Khasem Black, NG Male Human (Garundi) Ranger (dungeon rover), played by rungok
Amenhep, LN Male Human (Garundi) Warpriest of Ra, played by Simeon


Working on a submission right now, should finish it after work.


To my great surprise, Laufey beat the odds and was accepted into the ROTRL campaign. I'll pull hr her of submission here. Luck luck and have fun!


Alrighty, one more day!


Just saw this, and wouldn't mind (if possible) submitting poor, orphaned Asaran into the mix -- will need to adjust the crunch - he was level 3 when the group he was in collapsed.

That said, I would think that he could easily be the sole survivor from another group (IC as well as OOC), looking for someone to continue on with (given that he believes that Anubis wants him here, he'd be looking pretty hard for another group to join).


I'll finish my submission around midnight tonight


Zuri, David's 4th level bloodrager.

Backstory:

Zuri was born to the established Xefoni clan in Xefon-Ra. His strength and stoic temperament naturally lead him to guard duty. He was a natural, placing his charges first and protecting their escape. While traversing the Glazen sheet with a group of merchants they were beset by abominations. Escaping with his life and those of some of his charges, he was disgraced having returned without the caravan. Worse still, the encounter awakened something deep within. His once stoic gaze was replaced a seething rage within his heart, and its manifestation combined with his disgrace lead to his exile.

Stripped of his clan, station, and hair Zuri sought to make a name outside of the Xefoni. He found work as a mercenary protecting Osirionologists trying to exploring Osirion tombs. As he delved deeper into Osirion's history and its relics he also explored the powers awakened within him.

Recently Zuri is returning from a partially successful exploration of Tombs near Wati. They returned with their lives and a more nuanced understanding of ancient past, but no new powerful relics. He seeks to join successful groups of explorers to gain glory and recognition such that he can rejoin a Garundi clan.

Appearance:
Zuri is a powerfully build Garundi man with a dark complexion with no hair. He wears a spiked breastplate and carries a Bardiche.

Personality:
Zuri seeks to prove himself to others. He is a steadfast companion happy to take the front line both so he has first opportunity to cut down his foes and to protect his allies from harm. Over time he has learned to channel his anger against only his foes ...mostly...

Class:
Bloodrager 4, Primalist archetype
Aberrant Bloodline
Bloodrage 12 rounds a day [4+2*(3)+2(con))]
Staggering Strike DC=14
Fast Movement
Uncanny Dodge
Blood Sanctuary
Bloodcasting
Abnormal Reach

Race:
Human

Traits:

Blood of the Pharaohs
Community Minded
Reactionary

Feats:

1st Combat Reflexes
1st Phalanx Formation (Bonus, Human)
3rd Power Attack
4th Eschew Materials (Bonus, Bloodrager)

Skills:

Diplomacy +2
Intimidate +9 [4+3+2]
Knowledge Arcana +4 [3+3-1]
Perception +7 [4+3+0]
Spellcraft +6 [4+3-1]
Sense Motive +0
Survival +4 [1+3+0]

Equipment:

Hot Weather Gear (Starting)
Cold Weather Gear (10gp)
MW Cold Iron Bardiche 326 gp
MW Backpack 50gp
+1 MW Spiked MW Breastplate 1650gp
Darkwood Buckler 203 gp
Barbarian's Kit 9gp
Spelunking Kit 174 gp
100' silk Rope 20p
2 Oils of Magic Weapon 100gp
2 Pearl of Power 1st 2000gp
Ioun Stone Continual Flame 75gp
Clock of Resistance +1 1000gp
Light Hammer 5x
Throwing Axe 2x
30 PP
63 GP

Spells:
Long Arm, Spiked Armor

Languages:
Common, Garundi


I'll wait around for a few last minute submissions and some comments from the current players. I should have a decision for you all by tomorrow morning!


Very thankful to be considered for this game. Best of luck to all the applicants!


Good luck to everyone who applied, and I appreciate being considered!


Thanks for all the interest! Sorry for the slow response, there was a little last minute back and forth with some of the other players about who to pick!

Would Assam Fadhrun please join us in the Discussion thread? We've got a little time before your character will be introduced. Let's use it to get to know the other players and how we're going to work your character in.


Hello!

I'm once again opening up recruitment again to replace one of our characters. Unfortunately, the character Setesh has left the group for unknown reasons and the adventuring party is in need of another skilled...archaeologist.

We've just started Book 2 and here are the character application requirements:

Posting requirements

- Post once per day.
- Play nicely with others.
- If you have a question about the rules, speak up.
- I will be rolling perception and initiative for the group. (Usually)
- I'm in the EST time zone, but I'm happy to accept players from anywhere. If posting is a little slow sometimes because of odd hours, we'll deal. (In my experience it's never that bad.) We have some slow posters, but the other players have a good pace. As long as you tell me ahead of time I have no problem with real life interfering with a game!

Character Creation Guidelines

Download and read the Player's Guide!

No third party products of any kind will be considered.

Attributes: 25 point buy

Races: Core encouraged, though any race allowed.

Classes: Core, Base, and Hybrid classes allowed. We are looking to replace a character that can disable traps. This is pretty much the only "hard" requirement but it doesn't have to be the focus of the character, just something they can do. The character that left was a melee fighter and that would be preferred.

Alignments: Any.

Traits: One campaign and two others. No drawbacks.

Starting Level: Four

Starting gold: 6,000gp No one item may be more than 3,000gp.

Starting HP: Max at first level. Subsequent levels will be half hit die +1.

Background

The city of Wati has been overrun with undead shortly after the last of the groups came back from the necropolis. The source of the undead hasn't yet been discovered, but the city is in chaos. Beside zombies and other assorted things that go bump in the night, looters and other creatures are taking advantage of the situation. The priests of the Grand Temple are doing what they can to patrol the streets and provide safe havens. Meanwhile the player characters are investigating a possible lead in the Veins, a harbor district of the city where a gang of cutthroats and grave robbers have set up headquarters.

I'll be keeping recruitment open until January 16th (next Monday).

Currently the group consists of:
Almathea, NG Female Elven Wizard (Diviner)
Erei Jentis, CN Male Peri-blooded Aasimar Bard
Leto V. Derexhi MM, LG Male Human (Garundi) Monk (unchained, zen archer)
Nevai Alaro, N Male Human (Garundi) Cleric of Horus
Assam Fadhrun, LG Male Human Paladin of Sarenrae (Oath of Vengeance)


I have Asaran here who's an orphan from a campaign that died -- could quickly modify/level/equip to match creation rules.

Would be easy enough to have him be a member of another group that suffered heavy losses and fell apart..


I have always wanted to play a trapper ranger. I will pull together a full submission soon.

Sovereign Court

Thinking about desert elf unchained rogue, if that would suit the party...


Would you be willing to consider a kineticist? I've been wanting to play a telekineticist with telekinetic finesse and the trap finder trait for a while now, sounds like he would be a decent fit here.


Dotting for interest. Marnarius is a half-elf, originally from Ustalav, who became affiliated with the Voices of the Spire there and has traveled to Wati to join them. Since coming to Wati, though, he's become disillusioned with the doctrinal rigidity of Nakht Shepses, and is reconsidering his decision.

I have yet to update equipment, feats, and skills, and I need to flesh out his background more.


Dotting this, let's see what I can come up with.

Seeing one of the members is an unchained monk/zen archer, I guess there's no problem in swapping archetypes from one version of the unchained classes to the other, right?


Dotting, I'm thinking of an uda wendo medium or a desert druid. However, I submitted a character for an earlier recruitment for this game and was wondering if I could resubmit him. I'll have something submitted relatively soon though.


Hm. I do have an archaeologist or two in the multitudes of people who live in my brain...let's see if I can coax one of them out to play.


One question: Can you take the Trap Finder trait if you swapped your Trapfinding class feature?

Sovereign Court

Jereru wrote:
One question: Can you take the Trap Finder trait if you swapped your Trapfinding class feature?

I don't see why not. Although you will suck more with the trait as it doesn't give you rogue_level/2 bonus to perception and disable...


Yeah, but there are some nice rogue archetypes which swap trapfinding... that would compensate.

That's in case the current players are looking for a rogue. If they'd rather have a meat block, or anything else, I can listen to any suggestions (seeing the party composition, these are the two things that first come to my mind).


dwilhelmi wrote:
Would you be willing to consider a kineticist? I've been wanting to play a telekineticist with telekinetic finesse and the trap finder trait for a while now, sounds like he would be a decent fit here.

Kineticist isn't on the list of approved classes. (Occult classes didn't make the cut.)

Quote:
Seeing one of the members is an unchained monk/zen archer, I guess there's no problem in swapping archetypes from one version of the unchained classes to the other, right?

Correct.

Quote:
One question: Can you take the Trap Finder trait if you swapped your Trapfinding class feature?

Perfectly fine.

Quote:
I don't see why not. Although you will suck more with the trait as it doesn't give you rogue_level/2 bonus to perception and disable...

This is also true. Though note that there's no requirement to be disable device focused. Just being able to do it will be enough to enter consideration. Certainly, being poor at wouldn't be a good idea, but you don't have to hyper-specialize.

Quote:
Dotting, I'm thinking of an uda wendo medium or a desert druid. However, I submitted a character for an earlier recruitment for this game and was wondering if I could resubmit him. I'll have something submitted relatively soon though.

Resubmitting characters is fine as long as they fit the guidelines.

Sovereign Court

GM Listener: please find my submission here as a completed alias

Doctor Raziel Windrunner, NG male elf Ftr1(lore warden)/URog3


Welp, he's definitely not who I expected to answer the call, but hey; when someone steps up, you've gotta run with it. Presenting:
-------------------------------------------------------------
Bognus 'Bluebeard' Dolgrin

"Alright, lads, they tell me ye're looking fer someone who kin find proper nasty surprises an' hit whoever needs hittin'! Well, if'n tha's tha case, then ol' Bognus is yer dwarf! Fer a hundred-odd years now I been wanderin' out here away from tha mountain, fightin' hard an' drinkin' harder, an' there ain't much I ain't already seen; so I'm lookin' fer somethin' a little new."

The burly dwarf takes a quick look around at the undead-ridden city and nods, a toothy grin spreading across his face. "This'll do, I'd wager! Somebody in this mess is gonna need a right good thrashin', an' ye seem like jest the pile o' misfits tae be right in tha thick o' it. Well, now ye're gonna have some extra muscle comin' in wit' ye!"

He shakes himself slightly and casually flexes fists the size of cinderblocks, knuckles cracking with a sound like grinding glaciers. "I'll bet ye're askin' yerselves why exactly ye'd want an old cuss like me around, eh? Well, I never been too much fer words, so..."

Spinning on his heel, he tears the waraxe from his back with a bestial roar and slams it into the face of a charging zombie. Leaving the blade imbedded in the twitching corpse as it fell, he lifts a meaty paw and snatches up its companion by the throat, slamming the grotesque thing to the ground. The undead monster thrashes, attempting to free itself, but its blows seem to simply bounce off its captor, who returned its strikes with casual throttles and brutally powerful slams from his free fist. After a few moments, its skull mostly gone, the thing ceased its struggles, and Bognus stood up.

Panting lightly, he shook the gore from his fist and grinned again. "Mostly, it's tha' sort o' thing."

He shrugs. "O'course, ye spend enough time kickin' in doors, ye learn a thing or three about what sets off folk's tripwires and whatnot, so there's tha' too; lotsa folks get finnicky about traps goin' off in their faces." Grinning once again, he adds, "Me, I think tha's the excitin' part."
--------------------------------------------------------

And there you have it. Total nutshell background for him is that he used to be the champion of his dwarven clan, but got decidedly bored with the position and faked a loss to his old rival in order to get loose and go adventuring. He's looking for thrills and a chance to build a story or ten like the big ol' hero he's already pretty convinced he is. Secretly, he deeply fears disappointing some folks back at his home who he feels like he let down back in the day, and that's why he's been out in the world for so long; he doesn't have a story worthy of his long absence yet, and it's important to him that he be a real legend before settling down for real.

I'll get started on his mechanics as the day goes on, but the basics are that he's a Chaotic Good Dwarven Unchained Barbarian with the Invulnerable Rager and Drunken Brute archetypes, the Trap Finder trait, and a penchant for grappling. The grappling is mostly there (or will be at 5th level, anyway) as a secondary tactic, but I definitely enjoy having it - hitting things with axes is great and all, but having something else in your grab bag is always a good idea, I've found. Generally speaking, when something can't be easily hit with an axe until it dies, he grabs ahold of it, and when it can't be grabbed, he tends to get creative by destroying/using the environment. Out of combat, he's not so great with the social stuff, but he compensates some with a decent array of Knowledge and Profession skills (via the feat Breadth of Experience), plus a general affability and can-do attitude =).

He also tends to leap before he looks, and this ties in to one of your primary desires in a new member; he has full ranks in Perception and Disable Device, but he's no Dex or Wisdom goon, so they're not as strong as they could be. Fortunately, he does have the traditional Barbarian method of handling traps: setting them off, taking the hit and moving on!

There you have it for the moment; any questions?


Hi, this is Jereru presenting what I managed to put up together. Farooq, the Unchained Rogue (Relic Raider) can help you all go through traps and other stuff as if you were taking tea. He can also do fairly acceptable damage if he can sneak.


I've been considering a Bones Oracle devoted to Pharasma (using Command Undead to immediately slay the mind-controlled monstrosities, of course) with a dip in Monk for Crusader's Flurry for a while now and this seems like a very fitting campaign for it.


Something to keep in mind for submissions:

GM wrote:
We are looking to replace a character that can disable traps. This is pretty much the only "hard" requirement but it doesn't have to be the focus of the character, just something they can do. The character that left was a melee fighter and that would be preferred.


I have to say that even though Farooq has some feats for throwing daggers, this is only a way to deal maximum damage in the surprise and first rounds of combat (thus luckily taking down some oposition). After it, he is as good as any rogue dealing Sneak Attacks and, if needed, future feats and talents can be focused on it (hampering Sneak Attacks, improvement of AC, etc). I know the post wasn't necessarily directed at me, it's just that I realised someone might see all the feats and think 'oh well, another ranged' whereas this assumption can be a bit deceiving, not having had a look at my plans for the PC (I always plan in advance up to level 12 or 14 :P).


Almathea wrote:

Something to keep in mind for submissions:

GM wrote:
We are looking to replace a character that can disable traps. This is pretty much the only "hard" requirement but it doesn't have to be the focus of the character, just something they can do. The character that left was a melee fighter and that would be preferred.

Speaking Elven "I have seen my share of contraptions that would qualify as 'traps', Lady Almathea," says Raziel, kneeling and ready to kiss the female elf wizard's hand in the way an elf would address a noble lady back in the lands of Kyonin, "Yet, none presented danger such as the sight of your beauty! I am but alive thanks to the fact that reputation of your fairness preceded you and braced me for the impact! Sweet waters and light laughter, milady!"


Marnarius' Background:
The lot of half-elves in most of Ustalav is not a happy one, and Marnarius often wondered why he'd felt the need to come to this benighted place from his native Magnimar. It was true that most of the citizens were, like the stocky half-elf, followers of Pharasma, but their insularity and xenophobia had of late begun to grate on him. After the first few dozen times his appearance on the streets of Caliphas was greeted with a muttered curse and a gesture to ward off the evil eye, he finally learned the value of hats and hoods (sartorial accessories also, to be sure, of use in enduring the cold and damp winds that frequently blew off of Lake Encarthan). Still, a hunter of the undead has to go where the prey is, and Ustalav had a surfeit of the unnatural things. At least he'd fallen in with the Voices of the Spire, who didn't particularly care what your ears
looked like as long as you believed in the cause. And Marnarius certainly did. The son of a Pharasmin nun and a far-traveling wild elf from somewhere south of the Inner Sea, Marnarius had been brought up to venerate the Lady of Graves. Like his father, though, he was a hunter and not a priest, and eventually he went out into the world in search of the enemies of his faith. Varisia and Nirmathas had some of his chosen prey, but not enough to provide the headstrong young half-elf with what he thought of as a real challenge. Lastwall had more, but it was also beset by orcs, and the crusaders of Lastwall were more interested in conventional military endeavors. So at the time, Ustalav had seemed a perfect playground for his proclivities. And at first it was; once he'd learned to blend in better, the stares and hate abated considerably. But it never went away, and it didn't matter how many skeletons he'd slain, ghouls he'd gutted, allips he'd axed, festrogs he'd flensed, or wights he'd wiped. He would never be accepted by the general populace. What hurt more was that even the Pharasmin clergy wouldn't, either. Still, his faith remained strong, and he trusted that in time he'd find a better place to go.

Then the invitation came from Wati, in far-off Osirion. The master of the Voices, Nakht Shepses, was calling for help. The prospect of venturing south of the Inner Sea and leaving behind Ustalav's cold weather and ignorant people seemed to be a veritable gift from the Goddess. In his enthusiasm, he failed once again to heed the nagging inner voice that said, this Shepses sounds as rigid as the priests here, take care, and he left for Wati straightaway. At first, it seemed his dreams had come true. There was no longer the undercurrent of whispers as he walked through the streets, and the Voices welcomed him with open arms. Then things began to change, or perhaps he simply began to recognize what was actually happening. There were strong political undercurrents, even in so small a town, and the Voices were, to his way of thinking, on the wrong side of things from High Priestess Sebti and the other clergy. He soon began to suspect that the Voices were doing things of which he was unaware, and though there was no hint of heterodoxy in the behavior of the Voices' leadership there was still something he did not like. Besides, Shepses appeared to be completely lacking in a sense of humor, and this dourness carried down through the ranks. When the opportunity came to join the band of adventurers who had recently explored the Sanctum of the Erudite Eye and (even temporarily) get out from under the thumb of the Voices, Marnarius impulsively jumped at it again. Third time's the charm...it has to be!


Asaran is now a 25 point build, level 4, and 6,000 gp.


Presenting Iacomo Julianus, archeologist, swordsman, and dashing tomb-raider!

Stats:

Iacomo Jullianus
Half-elf bard (archaeologist) 2/swashbuckler 2 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +14
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 29 (4 HD; 2d8+2d10+8)
Fort +1, Ref +9, Will +4; +2 vs. enchantments
Defensive Abilities charmed life 3/day, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 rapier +8 (1d6+4/18-20)
Special Attacks archaeologist's luck 7 rounds/day (+1), deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
Bard (Archaeologist) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, grease, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, mage hand, read magic, resistance
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Statistics
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Str 11, Dex 16, Con 12, Int 14, Wis 13, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Fencing Grace, Skill Focus (Perception), Weapon Focus (rapier)
Traits fate's favored, tactician, trap finder
Skills Bluff +7, Diplomacy +8, Disable Device +16, Intimidate +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +8, Linguistics +7, Perception +14, Sleight of Hand +7, Spellcraft +7, Stealth +7, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Abyssal, Ancient Osiriani, Celestial, Common, Elven, Osiriani
SQ bardic knowledge +1, clever explorer +1, elf blood, swashbuckler finesse
Combat Gear alchemical grease[APG], glowing ink[UE] (5); Other Gear +1 studded leather, +1 buckler, +1 rapier, burglar's bracers[UE], belt pouch, chalk (5), flint and steel, masterwork backpack[APG], masterwork thieves' tools, mirror, 209 gp, 7 sp, 6 cp
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Special Abilities
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Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Clever Explorer +1 (Ex) Half time to use disable device.
Deeds
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencing Grace Use Dexterity on rapier damage rolls
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Background:

Born in the Taldan capital of Oppara, Iacomo Julianus was given the height of education. Despite his mixed parentage, he quickly ascended through the ranks of academia, partially due to the influence of his mother, a powerful envoy from Kyonin. His father was a professor, and Iacomo followed in his footsteps, becoming a scholar and archeologist. However, he didn’t exactly go with the path his bookish father expected. He became a fencer and a debater, dealing equally devastating blows with his rapier and biting wit. At the age of 24, he found a passion in ancient Osiriani ruins and history. The first time he stepped into an Osirian tomb, he was enchanted, partially due to an ancient magical trap he unwittingly triggered. That experience sparked two revelations, he wanted to plumb the depths of every tomb, chronicle knowledge and find untold riches, and that he really needed to get better at dealing with traps. He heard of the chaos in Wati, and decided that he would explore the Necropolis without restriction, whether by himself or with a larger adventuring party.

Appearance and Personality:

Iacomo Julianus, Iaco to friends, is a tall, thin half-elf dressed in the simple but functional garb of an adventurer, along with a well-made suit of studded leather armor. A wide-brimmed leather hat rests on his head, to shield him from the harsh sun and cover his ears in case suspicions are raised by his heritage. A rapier rests at his hip, along with a small buckler. He is usually seen with a small and mischievous smile, as if calculating the odds of some improbable scheme. Short blond hair frames a pair of blue-green eyes filled with a fierce spark of intelligence.

Iaco is many things, an archeologist, a fencer, and a scholar. He is quite personable, and makes friends easily. While he can be quite stubborn at times, he is quick to make a plan and follow through with it, no matter how long the odds. Despite that, luck always seems to be on his side, whether it be vaulting across a chasm, fighting through hoards of undead, or disarming a rotary saw about to cut him in half, he’s found that everything works out for him in the end. He is a great advocate of personal freedom, and wishes everyone to have the ability to do what they want without tyranny or cruelty. Above all things, he is a caring person, deeply loyal to those he calls a friend, and willing to put his life on the line to help them.


Making a small adjustment to my stats -- bumping Dex to 14 (cha to 11).

Will update the sheet


Asking the current players for input. Thanks for all the submissions so far! (I haven't missed any other questions, have I?)


System ate my updated character posting -- will redo it in the morning.


please click on Wabbit's alias. I think he'll be fun to play and will fill the party's needs.


Is it too late to apply?

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