Shisumo's Untitled Campaign (Inactive)

Game Master Shisumo


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Okay, gentlefolk! We've got our five players, now we just need five characters for them to play! We're still a few weeks away from getting the first installment of the AP released, so the point here is just to work out character concepts and get them tweaked. (Oh, and to introduce yourselves as well.)


Okay, so character creation! As per usual, here's the skinny:

* 20 pt buy
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only); I'm also willing to let you use stuff from the Advanced Class Guide playtest if you want, with the understanding that you'll need to convert come August, when the real deal comes out.
* Feats, spells and archetypes from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet, but that stuff should theoretically be covered in Inner Sea Gods in the next couple months, so...).
* Two Traits, one of which must be from the Mummy's Mask Player's Guide - see below for the specifics.
* Starting gold equal to your class' average.

In keeping with the themes of the Osiriani setting, I'm expanding the available race list slightly from my usual. In addition to the core seven races, the four "elemental" races - ifrit, oread, sylph, undine - plus the suli-jann are acceptable without restriction. I'm also willing to take a dhampir, although I'd recommend a re-skin of the character's origins to something less vampiric and more traditionally Osiriani (mom was mummy-cursed while you were in the womb; you were killed and were resurrected [see the Resurrected campaign trait for an option] but the resurrection rite was corrupt; etc.). Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment and Ultimate Campaign are also open for use essentially without restriction, although I should note that I don't know how much, if at all, Mummy's Mask might allow or require the use of downtime rules.


Here are the Campaign Traits you can choose from:

Blood of Pharaohs: Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati’s necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Devotee of the Old Gods: Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion’s past alive—a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic. For more information on the deities of Ancient Osirion, see Pathfinder Adventure Path #80: Empty Graves.

Foreign Opportunist: You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re definitely interested in the wealth that’s lain hidden in dusty crypts for millennia—such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.

Inquisitive Archaeologist: You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has finally been opened for exploration, you’ve come to that city to get firsthand experience with the lost secrets of Ancient Osirion’s master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in structures built in the style of Ancient Osirion.

Mummy-Cursed: One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do. You gain a +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.

Resurrected: At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, or a destiny you have to fulfill, or perhaps because it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points
drop to a negative amount equal to or lower than your Constitution score + 4.

Sphinx Riddler: You’ve always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas. Like so many others, you’ve come to Wati to explore its ancient necropolis, but you’ve also heard that sphinxes occasionally visit a sphinx-shaped ruin called Ubet’s Folly in the city—perhaps you’ll have the chance to meet and talk with a sphinx yourself ! You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +1 trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages.

Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration,
seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Undead Crusader: You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Wati Native: You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased,
you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.


Hey, pretty open on what i play. Currently am looking at a Bard\fighter for eldritch knight. Taking the Qadiran ifrit route of looking to plunder as much as i can and sell it to the higher bidder.

Andy

Dark Archive

I'm thinking about a gunslinger for two equally large reasons.

1. Shooting mummies with a gun is awesome, and has been awesome ever since Torg did it before Brendan Fraser.

2. Andy hates them.


So... I have an Archaeologist who got shang-hai'd into the pirate life... I'll have to think on this some.


You could make a pirate who has been convinced/coerced into tomb raiding...


Can I have a desert schooner?


Checking in.

I've already discussed a few things with Shisumo. I'll probably be going with someone cleric-y.


Ferret wrote:
Can I have a desert schooner?

No, its a desert sail boat!


Did you just make a Mallrats reference?


What, like the back seat of a Volkswagen?


I think we just crossed the GI Joe/Mallrats fandom streams.


I can already tell this game is going to be awesome.


So we have a fighter/bard, a gunslinger and a cleric. Looks like we could maybe use someone sneaky - I have this weird, strange idea that there might be some traps in this AP - and a full-time arcanist. Ainvar? Ferret? Thoughts?


How about an arcanist who specializes in dealing with - and eventually creating - the undead?


Works for me. Could do undead bloodline sorcerer, could do necromancer, could even do a plague-patron witch or a necromancy-focused arcanist.


Skeletons as our trap-finders? I like it.


FYI, though - I will be sticking with the idea that creating undead is an evil act. You'll want to keep that in mind...


DM Shisumo wrote:
FYI, though - I will be sticking with the idea that creating undead is an evil act. You'll want to keep that in mind...

Though this is Osiron. What if they volunteer? :)


Should he choose to limit himself in that fashion, I'll consider it then...


DM Shisumo wrote:
Works for me. Could do undead bloodline sorcerer, could do necromancer, could even do a plague-patron witch or a necromancy-focused arcanist.

We prefer the term, "Resurrectionist," peasant.

Doomguide wrote:
What if they volunteer? :)

And really, who wouldn't accept such an honor? We expect each of you to perform admirably, when your chosen time comes.


For those of you given to consideration of the Osiriani gods as your preferred choice for worship, I think Thursday's Paizo blog will prove... enlightening.


That's good. I have been kinda stuck on char creation because of that.


....or not. Looks like it's going to be next Thursday before we get the gods.

On the plus side, the blog does have the full, free Player's Guide, including a discussion on a particularly interesting topic: the Adventuring Group Name!

Also, while the mechanics might be a bit wobbly, I'm hopeful you can at least start working out relationships with one another, since the adventure apparently assumes a pre-existing group this time.


All great leaders require an entourage.


Medusa pirate ♥️♥️♥️♥️☀️☀️

Even one such as me?


Certainly! We will surely find some way to make you useful...


(I should put it out there that the only person who thinks Bes will be a 'great leader' may, in fact, be Bes)

Dark Archive

A bit of inspiration has struck. Kobold gunslinger (bushwhacker). He'll also double as the trapsmith, naturally.


Medusa pirate ♥️♥️♥️♥️☀️☀️
Misroi wrote:
A bit of inspiration has struck. Kobold gunslinger (bushwhacker). He'll also double as the trapsmith, naturally.

Okay, then I don't feel too strange about playing a medusa cleric of Set.


Hey, all. I'm sorry to be late to the party, but I did not actually know the party had started yet. Just to see what's already in the works, what's the party currently consist of? (I will check when I get to a computer, hopping in and out of profiles with my phone is irritating - but if someone could save me the research, it would be great.)

See you soon!


That is totally my fault and I am a terrible GM for not letting you know that I'd made this thread. The noodle-lashings will continue until morale improves.

Glad to have everybody here finally!

I believe the stated plans are:
Stalwart - medusa cleric of Set
Doomguide - ifrit bard/fighter heading for eldritch knight
Ferret - human sorcerer (?), imperious bloodline (??)
Misroi - kobold bushwacker (gunslinger archetype)

It looks like the basic bases are covered, since Misroi's planning to build his kobold for trapfinding as well. I suspect Set is not a Nice Guy god, but I think the potential problems with healing that having a negative-energy channeler brings will be offset by Doomguide's bard, assuming he takes the cure spells in his spells known.


Could use some beef. Being backup healer is challenging if i am the only one, with possibly our cleric, on the front line.


Well, my initial gut reaction for the AP was sorcerer of a new race because I love the idea of a magical bloodline that stems from a truly unique bloodline. However, other ideas have intruded - we seem to be shy a frontliner, depending on character and kit of those declared. Oread stalwart defender seems logical. Sylph arcanist has promise, if only because I want to explore the class. Something working toward theurge might help with clerical needs in a bit.

Still thinking...


Depending on how he builds Bes, Ferret might also be putting meat on the front line... well, bones, anyway.


Warpriest has potential - how does that class stack up in you guys' eyes. Life got stupid busy just when the releases came out, so all I know is a lot of noisy people were unhappy with a lot of the proposed classes. I have only really looked at the swashbuckler in any detail.

Warpriest could bring beef and healing, maybe.


I personally rather love the warpriest - I am playing one in PFS currently, and have at least two other concepts waiting in the wings. They have a definite power curve - decent but nothing amazingly special at 1st, powerful kick-up at 2nd, and it just goes up from there. Given the morally-ambiguous-at-best overall feel of this party, I think deity choice would be something to consider, but I think warpriest would be a fine choice.


Well, what is the groupthink about how the party came to be together?


Don't think we've had any movement on party origins yet, although I personally am looking forward to the question (if only to figure out how such a diverse group came to be...).

I did want to note, though, that oread in particular as some good beatstick options - oreads make damn fine monks (check out their racial archetype, as well as Iron Mountain and the terra cotta archetype), and the shaitan binder archetype for oread summoners is pretty cool too...


Well, if a beatstick is what the party is looking for, the oread monk (student of stone) certainly looks tempting. If I go with the oread, I think he might be a slave free by a certain Qadiran ifrit or another party member.

If the party is looking for another secondary healer, I'm leaning toward the warpriest or maybe an oracle if warrior is less of a concern. Is the oracle of life the only one with the channel energy revelation?

It appears that caster is less necessary and roguishness is covered, so I think I'm in the healer and/or warrior role at this point.

Open to thoughts and suggestions, as always.


I think, if I go with the oread monk, I'm actually leaning toward the terra cotta archetype because of the feel of the class. It's like he has spent half his life perfecting his body and the other half perfecting his knowledge of tomb robbing including Disable Device and a Perception bonus vs traps.

On the other hand, a standard monk would not be a bad choice - I kind of like having evasion and it seems to be a common class feature to drop.

*sigh* Out of time to decide tonight, talk to you later.


If you do choose to go with the warpriest, you could join Bes and Illuria as a worshipper of one of the old Osiriani gods - and that might form a possible basis for building a group out of.


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

Allow me to introduce myself to those who have not already heard my name. I am Shar Shirazi of the tribe of the Fire Eyes. <Deep fourishing bow>

I offer my humble skills as negotiator, dervish and to the efforts of the Fire Eyes expedition to the fine city. We welcome the efforts of such fine and varied fellows as yourselves, and I assure you, we will offer the finest of prices for any items of culture that may be recovered from the tombs.

--
Built an alias and profile. Hope you like the background concept. FYI on the spell side; looking to focus on buffs almost exclusively.

The murder hobo formerly known as Doomguide.


DM Shisumo wrote:
If you do choose to go with the warpriest, you could join Bes and Illuria as a worshipper of one of the old Osiriani gods - and that might form a possible basis for building a group out of.

Technically, I could do that as a monk, as well.

Shar, are you seeing yourself as hiring the rest of the party to investigate the tombs? Are you a sponsor, I guess?

My character's personality is coming together even if the crunch is not. Quiet, almost stubbornly so, very dedicated to whatever he sets his mind on. Definitely oread. Maybe war priest, maybe monk, maybe working toward the paladin/monk of Irori, I forget the name, but I think that would be hard to accomplish with this group.


Champion of Irori requires smite evil and still mind. Question: Are there classes other than the paladin that have smite evil? I'm thinking cleric of Irori/monk of Irori/champion of Irori might be interesting.


Looking at it closer, it would be a cool and suboptimal choice. I think the paladin's code might prove problematic - that's why I was looking for some other way to fulfill that requirement. The closest I can came to is half-celestial, but I'm not trying to upgrade the character like that, just get access to the ability.

Might just do cleric/monk and not worry about the PrC. Gotta hate it when you get hooked on an idea that you aren't sure will work, but it won't let you go...


Oread paladin monk would be haaaaaaaard mechanically. Also rather iffy with the general alignment of the rest of the group, which seems to be shading toward "the deep end of the alignment pool," as it has been known.

Warpriest of Irori is a pretty damned decent compromise for a single-class combo of the two...


OK, he will be an oread monk and will multiclass as a warpriest or cleric of Irori (Healing, Knowledge). Probably warpriest, but that won't come until second or third level. I'm assuming I would be able to use the Sacred Weapon class feature on unarmed strikes and the Sacred Armor class feature on clothing. If that's not the case, this would be especially suboptimal.

Tomorrow I will actually start looking at ability scores! G'night!

EDIT: Didn't see your post. Yeah, you got me thinking monk and I'm trying to fit healing around it somehow. I think I like the monk/warpriest combo. What spells he will have will be buffs or healing, so he won't be stepping on the toes of the 'real' casters.


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]
AinvarG wrote:


Shar, are you seeing yourself as hiring the rest of the party to investigate the tombs? Are you a sponsor, I guess?

That could work. An entire clan of ifrit certainly would see the value of non-standard races. Going back to one of your earlier comments, I would image they would also have some interesting views on slavery, since they venerate their founder. "Of course we will free you from the vile state of enslavement, all we ask is a single wish" (aka guarding the dumb kid that isn't content to be a merchant"

Though i was really throwing it out as a way to fit myself into just about any group. Even the most devout Orsirioni are going to need someone to offload loot to.

Sidenote: The name for him is actually Ashar, but my fingers were stupid.

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