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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Qunnessaa wrote:
I've got a few ideas bumping around in my head. How do you feel about the Primalist wizard archetype from Inner Sea Magic? I'm thinking of a wizard dabbling in swashbuckling or gunslinging, or else a Hexcrafter magus doing the same.

All non-3PP archetypes for approved classes are fine. So Primalist is perfectly acceptable.


Cool! And thank you for your help!

I've read the mummy's mask player's guide front to back as this is one of my favorite Adventure Paths. Mostly because I'm big into Ancient Egyptian history and culture so I did a ton of research to fit my characters into the theme of the adventure. I'm hoping I did just that.

My paladin of Anubis seeks to understand how archaeology works so it can fit better into his religion.

Again thank you for your help! I'll have the character up today sometime after 5 pm est (yep I'm on the East Coast too. South Carolina to be specific).

Silver Crusade

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Tweaked a trait and backstory.

I am in PST California and travelled to egypt in 1985. the pyramids were...dissapointing. I was under the notion that we would have to caravan through the desert to get to them, not take a taxi.


It was probably for security reasons. I remember that you could take a camel ride to see them (I've never been myself but I've talked to people who did go). And then again with all of the trouble in the Middle East over the years they may have stopped it. Still it is a country rich in history!

Silver Crusade

It wasn't security, it was the fact that they were in the middle of town. Either way the pyramids and the sphinx for that matter were cool to see.

I am hoping this AP has more of the older egyptian feel, dusty tombs filled with forgotten knowledge, maps to lost cities and of course pyramids and mummies


Dotting while I choose between concepts.


Color me interested. A submission will follow within 24 hours.


Tywynn of the house Boritsi wrote:

It wasn't security, it was the fact that they were in the middle of town. Either way the pyramids and the sphinx for that matter were cool to see.

I am hoping this AP has more of the older egyptian feel, dusty tombs filled with forgotten knowledge, maps to lost cities and of course pyramids and mummies

I think you will most definitely find that in this AP! You have a very interesting character by the way. And good luck!


I just got done to Dming the entire game, any objection to me signing up?


My boss just asked me to stay until 7 pm est, but I'll still have everything up today though.

Sorry about that.

Silver Crusade

SCKnightHero1 wrote:

I think you will most definitely find that in this AP! You have a very interesting character by the way. And good luck!

Thanks, I thought it would be a nice change of pace to avoid the whole tragic background thing, although there was that one day his mom forgot to pack his lunch on the way to school...shivers


DoubleGold wrote:
I just got done to Dming the entire game, any objection to me signing up?

Not at all.


Suli Brawler here, profile mostly done. The background is small, because I generally dislike overly complicated backgrounds on level one characters. Also, like Tywynn, I don't feel the need for some dark broodind Barman-style tragic background... It doesn't fit the character anyway, Anton's a lover AND a fighter...


Tywynn of the house Boritsi wrote:
SCKnightHero1 wrote:

I think you will most definitely find that in this AP! You have a very interesting character by the way. And good luck!

Thanks, I thought it would be a nice change of pace to avoid the whole tragic background thing, although there was that one day his mom forgot to pack his lunch on the way to school...shivers

Lol! I'm doing an ifrit Immolator of Sekhmet. Decided to go with the Wati Native campaign trait as it fit her concept.


Hi GM Listener! Would it be okay to build a traditional Fighter, evolving in the way for the Prestige Class "Living Monolith" ? :)

I'm thinking Dwarf or Oread, but even Human would sound cool. Let me know your thoughts!


The Archlich wrote:

Hi GM Listener! Would it be okay to build a traditional Fighter, evolving in the way for the Prestige Class "Living Monolith" ? :)

I'm thinking Dwarf or Oread, but even Human would sound cool. Let me know your thoughts!

Traditional Fighter and Living Monolith are perfectly fine. And any of those races would be good.


Hmm... It seems like there are a bunch of characters going for the mysterious/occult figure trope (if they're considering pulp tropes)... I'm already playing a bookish know-it-all in another campaign... I suppose I could be 'that guy' and pitch a whip wielding brawler... Has anyone pitched a face yet? Maybe i could do a daring champion from a wealthy family who helped bring the party together and uses his silver tongue to help get things done (maybe even called in a favor or two to help their odds in the lottery)?

Settling on a guy to build is hard, lol.


Zagathoth wrote:

Hmm... It seems like there are a bunch of characters going for the mysterious/occult figure trope (if they're considering pulp tropes)... I'm already playing a bookish know-it-all in another campaign... I suppose I could be 'that guy' and pitch a whip wielding brawler...

Settling on a guy to build is hard, lol.

Tell me about it! Even once you have the build created you just want to create another one! It never ends! Lol!


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Zagathoth wrote:

Hmm... It seems like there are a bunch of characters going for the mysterious/occult figure trope (if they're considering pulp tropes)... I'm already playing a bookish know-it-all in another campaign... I suppose I could be 'that guy' and pitch a whip wielding brawler...

Settling on a guy to build is hard, lol.

I'm going for the straight up Two-Fisted adventurer/hero approach. I did consider the whip...

Anton is a decent secondary face, but he probably wouldn't take the spotlight from a bard. I like the idea of your daring champion... It would be kinda fun to have a group with a minimum of grimdark types moping about because they failed to protect their (insert dead NPC).

Sovereign Court

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I submit Tali the Nomad, a desert druid from a nomadic family who is looking for a way to free her family from the mummy's curse.

This character is designed as a support caster/support healer.

Note: I realize that the desert druid's class abilities eventually eclipse and make redundant some parts of the Desert Nomad trait and the Desert Dweller feat, but they are just too thematically strong not to take.

I am interested in this campaign as I just came off writing a bunch of material for the Mummy: The Curse RPG, for the World of Darkness: Dark Eras sourcebook. (I wrote the whole chapter about mummies in the late 19th/early 20th century, including Egypt at the time, the fall of the Ottomans, Egyptomania, events in Mesopotamia and northern colonized Africa, and how it ties to ancient history.)

Silver Crusade

Definitely not going the mysterious route

Liberty's Edge

Dotting.


And here we go! This is SCKnightHero1, and this is my ifrit immolator of Sekhmet, Meresu (pronounced Mer sun, not Mary Sue). I'm going the adventurous scholar path with her. She's a bit young, but determined and skilled.

Oh and GM I sent you a PM earlier. Again thank you for this wonderful opportunity! Good luck everyone!


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A friend of mine (Hi SCKnight) pointed me toward this campaign and I must say, I'm rather interested. I have an Ifrit Blood Arcanist built for blasting and battlefield control that I've been looking to play that would fit nicely into Mummy's Mask I believe. Details to follow.

Sovereign Court

Some really fascinating character ideas in this thread. The competition is fierce!

Scarab Sages

I'm considering a halfling Reincarnated Druid with the Desert domain.

Backstory:
Moze grew up in Wati. As a child, he and his friends sneaked into the necropolis on several occasions. Somehow, the ancient buildings felt more familiar to Moze than his home in the Asp district. He was fascinated by stories and legends of ancient Osirion, and the archaic form of the Osiriani language came easily to him.

As Moze grew up, his father expected him to join the family business, brewing the hearty traditional beers of Osirion. One night, however, something in the desert called to Moze, and he couldn't resist its lure. He scoured the wastes near Wati for months, but found nothing to satisfy his strange urge. He learned to survive the punishing environment, and came to love the desert's stark beauty. One morning, Moze found a naturally mummified body with a face much like his own, newly unearthed by the winds. At that moment, the force that had driven him finally subsided.

Moze believes that he is the reincarnation of an ancient Osirion druid. His interest in the necropolis of Wati now has a personal aspect: he hopes to find evidence of his former life.

Stat Block:
Moze Reincarnated Druid
Male halfling druid 1 (Pathfinder RPG Ultimate Magic 39)
NG Small humanoid (halfling)
Init +2; Senses Perception +3
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +3, Will +6; +2 trait bonus vs. fear effects., +2 bonus vs. illusions
Defensive Abilities heat shimmer (6 rounds/day, DC +13); Resist practicality
--------------------
Offense
--------------------
Speed 20 ft.
Druid Spells Prepared (CL 1st; concentration +4)
. . D Domain spell; Domain Desert domain
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Statistics
--------------------
Str 11, Dex 15, Con 13, Int 13, Wis 17, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Osiriontologist
Traits scholar of the great beyond, wati native
Skills Acrobatics +2 (-2 to jump), Bluff +2, Diplomacy +2, Disguise +2, Intimidate +2, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +7, Linguistics +7, Profession (brewer) +9, Sense Motive +5, Survival +9; Racial Modifiers +2 Linguistics
Languages Common, Druidic, Halfling, Osiriani, Osiriani, Ancient, Sylvan
SQ nature bond (Desert domain), nature sense, wild empathy +2
Other Gear 150 gp
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Special Abilities
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Druid Domain (Desert) Granted Powers: The spirits and secrets of the endless wastes are yours to command.
Heat Shimmer (6 rounds/day, DC 13) (Su) Free, gain blur effect and dazzle foes who hit for 1 rd (Fort neg).
Osiriontologist +1 circ bon to some skills in Osirion, +5 to skills to learn about ancient Osirion.
Practicality (Profession [brewer]) +2 Bonus to saves vs. illusion spells and effects.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Taking Osiriontologist at 1st level could be seen as a bit hyper-optimized for this AP, but I'm hoping that the reincarnation angle in the backstory will account for Moze's familiarity with ancient Osirion.


Okay, all of Louisiana Jane's information has been updated onto her profile page. How does she look?


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Alright, Zahar is prepared for submission.


Anyway, I am proposing an elf middle-aged mindchemist to fill the skill role. He will have trapfinder adventure trait and be the skilled one to find and handle traps.

Backstory teaser: I know many think elves are boring, but I want to play the jaded elf, he lived long (252 years) and saw many things. An elf of privilege, he has read almost all cultured writing ever written, and visited almost all the historical sights to be seen. People other have read about, he visited them. He is looking to jazz his life up in Osiron by looking through ancient ruins. He became an alchemist to make his already incredible intellect even higher and brew his own beer because he is also a beer snob. He ran around the world and has been everywhere. You know the guy when you tell a story, he has a better story that tops your story no matter what, well this elf is that guy. You learned about a guy or read about a guy 230 years ago, this elf had wine on a terrace with that guy. You try to tell how noble you were, and he tells you how he saved over a hundred Halfling slaves working for the Flower Network -- what he doesn't tell you is he did it only to impress a girl.
I think of Stewie on Family Guy as his base personality.

Build
Feat to start
Breadth of Experience
You have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Traits=trapfinder (campaign) + slippery (+1 stealth Class skill)
Skills=perception/disable device/stealth/lots of knowledge skills
INT>DEX>WIS=CON=STR>CHA


Farid & Party Dynamics:
DM,pPer our discussion earlier.
Farid is daring especially in the face of danger. He never hesitates to engage an enemy in combat especially if the life of an ally is in danger.

He is hot headed so he may not always make wise decisions, in fact more often than not he will make rash decisions based on his emotional state but in so doing places himself and not his allies in danger.

His driving goal is to gain revenge and he has a hard time seeing past that sometimes. He will be loyal to those who show loyalty to him but after being betrayed in the past he will not trust so easily.

At least that is how I have played him in the past. I am usually a tactician in games so Farid is a bit of an outside the box type of character for me.

Having looked at a few PRC's I have decided to stay with the Barbarian/Rogue route. I do not think the choice will go over too poorly, especially if I focus on Rage Feats to augment my combat prowess.


Game Master Listener wrote:
The Archlich wrote:

Hi GM Listener! Would it be okay to build a traditional Fighter, evolving in the way for the Prestige Class "Living Monolith" ? :)

I'm thinking Dwarf or Oread, but even Human would sound cool. Let me know your thoughts!

Traditional Fighter and Living Monolith are perfectly fine. And any of those races would be good.

Thanks Listener! :) Gonna prepare something in these lines. No better campaign to evolve as a Living Monolith than this one! :)


Louisiana Jane wrote:
Okay, all of Louisiana Jane's information has been updated onto her profile page. How does she look?

Name is a little odd, but everything looks fine. :)

Katie 'The Sage' Dogrider wrote:

Anyway, I am proposing an elf middle-aged mindchemist to fill the skill role. He will have trapfinder adventure trait and be the skilled one to find and handle traps.

This isn't something I mentioned in the original post, and for that I apologize. We won't be using the Aging Effects rules. Otherwise that seems fine.


I don't have the same posting capabilities as the rest of y'all, I'll bow out.


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GypsyMischief wrote:
I don't have the same posting capabilities as the rest of y'all, I'll bow out.

I should note that while I'm firm on the one post per day for the game, I don't expect more than that and I'd prefer that it not get too much more so those players that can commit to one, and only one, post aren't feeling left out. As for my frequent posting at the moment, I'm on leave, so that's my only excuse. :)


@GM- I know you said you're ok with reskinning armors and stuff... Are you ok with reskinning traits? Chosen Child seems like a good fit with my campaign trait and mystery, but obviously I'd like to be from Osirion instead of Tien Xia.


Forgot to ask if everything looked alright for my character.

If you see anything wrong let me know and I'll fix it right away!

As for me posting, I can post as many times as I can and you want me to post. I use both my iPhone and my laptop to post so I shouldn't have a problem posting.


It's funny, because right before i posted last night, a post about Indiana Johns popped up, and Louisiana Jane is a slight parody of him.

I post through out the day, but i am living north of Tokyo, so I might be behind other people. but i'll post once a day.


Hi Listener!

Here's my submission, as I advanced before :) I hope you enjoy it. Let me know if there's anything you want me to change or improve.

Urggo, Oread Fighter (Unbreakable)

Summary / Description

Spoiler:

Urggo is an Unbreakable Fighter - a big tanky figure, and made of stone! As an Oread that shares roots with dwarves, the explorer worshippes Pharasma and sees the whole adventure as an opportunity to purge the world from undeath and finding his true calling.

The character is being designed and planned to go for the "Living Monolith" archetype - I always thought it was a cool concept, and it had to be done with an Oread or Dwarf :)

Urggo isn't too optimized. His sheet is built around the concept, and some things (stats, feats, skills) are a reflex of such. That said, he isn't weak either. :)

Backstory

Spoiler:

Urggo was a typical Oread in most of his aspects: living among dwarves, with whom shared some blood and roots, from very early he got interested in the science of stone, history and the Ancient Osiriani civilization.

He loved his house and family lands and wasn't exactly an explorer - to be sincere, as most of his race, he never wanted to leave it - but fate had different plans. While studying his greatest passion and the mystery of the Sphinxes, Urggo found out evidences that his past could be more connected to such roots as he initially thought.

Confused, he sought the help of his religion leaders, which brought him deeper into the teachings of Pharasma - and with it, his personal mission of purging undeath from the world.

He trained the arts of War as much as he read his history and religion books, and finally decided to seek the mysteries of his past first-hand. His first stop: Wati, and its mysterious necropolis. Greatsword firmly pending on his strong back, the lawfully hearted Oread started the adventure of his life - or, maybe, the adventure started a long time ago, and just got reborn now...

Character Sheet

Spoiler:

Male oread fighter (unbreakable) 1 (Pathfinder RPG Advanced Race Guide 144, Pathfinder RPG Ultimate Combat 49)
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee greatsword +5 (2d6+6/19-20)
Ranged longbow +3 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +0)
1/day—magic stone
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Diehard, Dwarf Blooded[ARG], Endurance, Iron Will
Traits corpse hunter, osirionologist (osirion), undead crusader
Skills Acrobatics -3 (-7 to jump), Knowledge (history) +6, Knowledge (religion) +6, Linguistics +2, Perception +1 (+3 to notice unusual stonework); Racial Modifiers +2 Perception to notice unusual stonework
Languages Common; Osiriani, Ancient; Sphinx; Terran
SQ stone in the blood
Other Gear lamellar (steel) armor, arrows (40), greatsword, longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, weapon cord, 13 gp, 9 sp
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Tracked Resources
--------------------
Arrows - 0/40
Magic Stone (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Corpse Hunter You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Osirionologist (Osirion, Knowledge [history]) +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon cord Attached weapon can be recovered as a swift action.


Zagathoth wrote:
@GM- I know you said you're ok with reskinning armors and stuff... Are you ok with reskinning traits? Chosen Child seems like a good fit with my campaign trait and mystery, but obviously I'd like to be from Osirion instead of Tien Xia.

Reskinning traits is perfectly fine. Anything and everything beside campaign traits for other campaigns are up for grabs.

Meresu wrote:
Forgot to ask if everything looked alright for my character.

Looks fine.


Cool! And thank you! There are a lot of amazing interesting characters. I wish everyone good luck. Thank you for the wonderful opportunity GM Listener.


For your consideration, Keleph Alihk:

Keleph Alihk, Background:

Before even Aroden raised the Isle of Kortos from the depths of the Inner Sea, Pharaohs reigned over glorious Osirion. Empires rose and dwindled, and, eventually, fell. Before the shameful fall to the greedy machinations of distant Kelesh, there was a just and pious ruler over the sands, whom the histories name Hirkoshek, and who fathered many sons.
Some of those sons followed to the Ruby Throne, and some scattered to the edges of the Empire, to build and preserve its glories. From Father to Daughter, from Mother to Son, over the long millennia of satrapy and occupation, whispers of past glory were carried on.
And so came in An, city built by the noble ancestor, a family called Alihk, named for son or grandson or great grandson of noble Hirkoshek. By the Age of Lost Omens, the fortunes of the family were strained, and lands and houses were sold. By the ascension of Khemet III, the glorious Ruby Prince, the last patriarch of that cadet line, one Hakim Alihk, was a ruined man, his pride, entitlement, and hedonism eventually reducing him to a shriveled addict. His wife, long left for her own people in Sothis, his daughter Asif all but sold, left to make a living as handmaiden to a merchant’s wife, his son Keleph, barely old enough to heft a shield, off to seek his fortunes in the armies of the Ruby Prince.

Five years later, when Keleph mustered out of his legion to seek his own fortune, he found his old house in possession of a lesser house, his sister still a servant, if a well-respected and treated one, and no word of his pathetic father, who surely must be dead by now. As he spent some few days in An to visit Asif, word came of great opportunities in the offing in Wati. Here, now, was an opportunity to see the family restored to respect, and, if the old gods smiled, perhaps even to ancient glory.


Description and Personality:

Keleph , far from the bitter, entitled noble brat that he could easily have been, is generally easy-going and optimistic. He tries to enjoy life, but steers well clear of anything stronger than a good Taldan mead, seeing the wreck that his father became.
He feels guilty about his sister’s situation, even if she is content, and is very protective of her.
Keleph tries to contain his excitement and anticipation for the coming explorations, but deep down he has the nervous excitement of a child inside. When he joined the Legions, he hoped to be able to live comfortably: he never dreamed he might have the opportunity to seek for past glory.

Crunchy Bits:

Keleph Alihk
Male human (Garundi) fighter 1, N Medium humanoid (human)
Init +2; Senses Perception +0
Defense
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield), hp 13 (1d10+3)
Fort +4, Ref +2, Will +1; +1 trait bonus vs curses and diseases, including magical diseases.
Offense
Speed 30 ft. Melee khopesh +5 (1d8+4/19-20) or light flail +5 (1d8+4)
Ranged shortbow +3 (1d6/×3)
Statistics
Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 12; Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (khopesh)
Traits blood of pharaohs, child of mumia (osirion)
Skills Knowledge (dungeoneering) +5, Knowledge (nobility) +6, Ride +2, Survival +4
Languages Common, Osiriani, Osiriani, Ancient
Gear acid, oil (3), vermin repellent (2); lamellar (leather) armor, heavy wooden shield, arrows (20), dagger, khopesh, light flail, shortbow, backpack, bedroll, belt pouch, chalk, earplugs, flint and steel, hammer, iron spike (3), mug/tankard, piton (2), sack, silk rope (50 ft.), sunrod (2), tindertwig (3), torch (2), waterskin (2), weapon cord, whetstone, 27 gp, 4 sp, 5 cp

Advancement Plan:

Keleph will advance primarly as a fighter. Later, a level or two of bard/archeologist or Investigator – something to add some exploratory skills, and some social graces to get along with the nobility he seeks to rejoin. He’ll be primarily a sword-and Khopesh fighter, with some focus on trip and AoO feats.


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I think Louisiana Jane just seems a slightly odd name since it's not a place here. Why not Cassomir Jane? :)

Silver Crusade

I am done, unless the DM has any concerns I will sign off so as not to clog your thread


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The current potential cast of characters:

Tywynn of the house Boritsi, Human Male Paladin of Arshea, played by Tin Foil Yamakah (Plans to multiclass with Oracle)
Dro'ka Zahil, Human Male Slayer (Vanguard), played by Vincent Fleming
Setesh Bantling, Half-Elf Male Alchemist (Beastmorph/Vivisectionist), played by Luke_Parry
Kellara Sheogorath, Half-Orc Female Necromancer (Life), played by Sarabian
Elexsanda Sylmat, Human Female Shaman (Animist/Speaker for the Past), played by cartmanbeck
Farid Heydar, Human Male Barbarian, played by Dennis Harry (Plans to multiclass with Rogue)
Malik Adraza, Human Male Sorcerer, played by The Pale King
Anton Narscellus, Suli Male Brawler, played by Dave Herman
Omar Ulunat, Human Male Ranger, played by zaarbuc (Plans to multiclass with Cleric)
Saedue Menura, Elf Female Alchemist, played by Escharid Blackrose
Vidic Votev, Human Male Ranger (Infiltrator), played by Jim Cirillo
Louisiana Jane, Gnome Female Alchemist, played by Amsheagar
Tali the Nomad, Human Female Druid (Desert), played by Jesse Heinig
Meresu, Ifrit Female Inquisitor (Immolator) of Sekhmet, played by SCKnightHero1
Moze the Reincarnated Druid, Halfling Male Druid, played by KarlBob
Zahar Aja, Ifrit Male Arcanist (Blood Arcanist), played by kamenhero25
Urggo, Oread Male Fighter (Unbreakable), played by The Archlich (Plans to take Living Monoloth PrC)
Keleph Alihk, Human Male Fighter, played by mellowgoth (Plans to multiclass with Bard/Archaeologist or Investigator)


(Addendum to Keleph - I was a trait short. )

Spoiler:
I've added "Friend in every town", +1 to know/local and diplomacy, diplomacy becomes class skill. Took a point from Ride, added to Diplo to raise it to +6 total


Zagathoth, son of Zar'Atoth, of the line of Prince Sekoth I is under construction... most of my crunch is done (just need to buy gear), and I mentally have most of his background and personality worked out...

he's a charming Osiriani nobleman who can talk for hours about anything at all (except himself). [human, male, oracle- primary face/full caster/2ndary melee; could have helped organize the party]

that said, it looks like there's very little ranged damage on the table right now... if that remains true I might change my submission to some kind of firearm wielder...

Scarab Sages

I'm working on a cleric concept, but it's going to be a little bit before it's ready.


Raisse wrote:
I'm working on a cleric concept, but it's going to be a little bit before it's ready.

No rush at all.


I'd like to submit Alder Ellemin, a low-life merchant from Absalom who is about to find out that he has a connection to Osirion that he never suspected. I put together the Blood of Pharaohs campaign trait with the Investigator's Spiritualist archetype to give me a good reason to be in Waki. I'm aware that the Spiritualist archetype is usually considered underpowered (because it loses all the alchemy powers), but it felt really fitting and the 25-point buy gave me something to work with as a skill monkey and still be reasonably useful in combat. I hope that this character will fit in well with the 'pulp' vision that you have for the AP.

Background and description:

Alder sees himself as the go-to guy in Absalom, for some useful information or a good deal. At least, he likes to think of himself as such. Truth be told, his customers and acquiantances usually only put up with him because he spins some wild tale and manages to lure them in again. He doesn't really mind, though. He remembers his low origins and will do whatever he could to make a living for himself.

All of that changed when he came across a battered golden bracelet a few months ago. He thought it a fake at first, but when he studied it more carefully, he found it to be ancient Osiriani. He considered himself lucky with such a find, except for the nasty dreams he began having. Dreams of the desert, of tombs and palaces, of gods with animal heads. For a week he hardly slept, haunted by these visions. He thought the bracelet may have been cursed and threw it away, but the dreams didn't stop. In desperation, he booked a ship to Orision and has traveled the land until he found himself in Wati. The dreams have mostly stopped since he arrived in Osirion and he hopes that he can have a regular life once he has explored the past of this nation.

Alder is a man in his 40's, a bit overweight, balding and sporting a goatee. He can usually be found dabbing sweat off his forehead with a white handkerchief. He's a bit of a coward, although he is confident of his abilties to sway people with his words, even if the first impression he gives is usually not that good. He might have joined any company going from Absalom to Osirion or even in Orision on the way to Wati, using fancy stories to get himself in the good graces of any adventuring party looking able. He has brought a longspear and shortbow to give the impression that he is good in combat (and he is quite able to defend himself), but he's not a fighter at heart. Instead, he'd rather provide the brains and the face to the expedition.

stats:

Male Human Investigator (Spiritualist) 1
NG Medium Humanoid.
Init +4; Perception +5 (+6 to notice traps)

Defense
AC 15, touch 12, flatfooted 13 (+3 armor, +2 Dex)
hp 11 (1d8+2) +1 favored class
Fort +2; Ref +4; Will +4

Offense
Speed 30 ft.
Melee Longspear +3 (1d8+4, 20/x3, reach, brace)
Melee Dagger +3 (1d4+3, 19-20/x2)
Ranged shortbow +2 (1d6, 20/x3, 70 ft increment)
20 arrows

Statistics
Str 16, Dex 14, Con 14, Int 16, Wis 12, Cha 8
BAB +0; CMB +3; CMD 15
Feats: Skill focus (Linguistics), Orator
Skills: Appraise +8, Disable device +6, Knowledge (Local) +8, Knowledge (History) +7, Knowledge (Nobility) untrained +4, Linguistics +10, Perception +5 (+6 to notice traps), Sense Motive +5, Sleight of Hand +5, Use Magic Device +3. May use linguistics instead of Bluff, Diplomacy and Intimidate for certain checks, due to Orator feat. -1 Armor check penalty included.
SA/SQ: Inspiration, 3/day (+1d6 on roll, before results revealed. Trained Knowledge, Linguistics, Spellcraft for free. Other skills at 1 point. Attack rolls and saving throws at 2 points. Trapfinding. Commune with spirits, 2/day (as comprehend languages, detect secret doors, or identify. 1 minute casting time).
Languages: Taldane common, Khelish, Ancient Osiriani, Halfling.
Equipment: Studded leather, Longspear, Shortbow, 20 arrows, Rogue's kit, potion of CLW, Hot weather outfit (free), 17 gp.

Feats
Skill Focus (Linguistics): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Orator: You're able to construct statements and commands that are much more convincing than their content would otherwise suggest. Prerequisite(s): Skill Focus (Linguistics). You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

Traits
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.
Market Rat: You spent your youth amid varied market stalls and mercantile leagues. Perhaps you came from a family of merchants, or you dwelt amid the many booths of a market, begging to survive. You gain a +1 trait bonus on Appraise and Knowledge (local) checks.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Class abilities
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Commune with Spirits (Sp): Instead of relying on alchemical research to find clues, a spiritualist relies on communion with the world beyond death. At 1st level, a spiritualist gains the ability to use comprehend languages, detect secret doors, and identify, but each has a casting time of 1 minute, as the spiritualist needs to consult with the spirits of the dead that dwell in his area or that are somehow attached to him in some way. The spiritualist can use this ability a number of times per day equal to his investigator level + his Wisdom modifier.
As he goes up in level, the spiritualist gains the ability to use other spells with the casting time as above. At 5th level, he can use augury. At 7th level, he can use speak with dead and locate object. At 9th level, he can use legend lore. Each of these requires one use of this ability.
This ability replaces alchemy. A spiritualist cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Racial abilities
As normal for a human, except:
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.


this looks interesting, & I've got a few concepts I've been hoping to play. Let's see what I can pull together.

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