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Greetings all you happy Paizo people! I'm running Mummy's Mask, and I am looking for 2 more players to continue raiding tombs in Ancient Osirion. We current have the following and are only halfway into the first tomb, at level 1.
Aasimar Paladin (Knight Disciple)
Current submissions are
The creation rules are below.
Mummy's Mask creation rules
Character creation rules and allowed books
Advancement speed based on the AP
The shields do not gaze back at Zariya. The chariot appears to be in repairable condition if you were able to get a make whole cast upon it after moving and reassembling it. The chest glares at Jandar-Kai but is helpless against his deft touch. The corridor continues to another set of double doors. The mummified animals are Akhentepi's cats, strangled and then mummified to guard and guide him in the afterlife.
A special forces trooper from today transported into Golarion. I've always liked the non-gamer transported into a fantasy world trope, but it's been a long time since I've seen anyone play it.
A monster in a stock game, via either the new Dreamscarred monster class book updating Savage Species with Pathfinder rules, or in the Company of series by Rite Publishing.
The shield shaped cresset appears to be mortared into the masonry. It would require chiseling or ripping out the mortar with acid in order to remove the shield from the wall. This may violate the every slave hut is a temple rule laid down by the priests of Phasrama....
Jandar is able to disable the trap. Everyone gains 100 xp (and should be at 400). However, the chest is still locked.
Well I'm sure there have been many, many, many ideas expressed to "fix" the fighter, but here is my two cents.
1. Allow all archetypes to gain weapon or armor focus in their particular specialization rather then removing it for said abilities. This allows your spear or longsword or two-weapon, etc specialist to gain extra hit and damage abilities with their weapon, which increases the base ability of the fighter which is to hit things and take hits.
2. Up the Will save of the fighter. Giving it two good saves won't lessen the value of other martial characters, since the ranger/paladin/barbarian/cavalier/ get better special abilities to compensate. (kind of in the cavalier's part). This helps against the enchantment/compulsion/etc issue we see all the time.
3. The healing surge ability mechanic from 5th and 4th Ed is another good idea. Since hp are a simulation of a person's physical toughness or luck to avoid, create a surge pool or healing ability that levels as the fighter does to allow him or her to regain lost hp.
4. Also following the pool idea, (since it seems to be the "new" limit special ability rule), create a inspiration pool that allows the fighter to gain extra feats or a reroll on an attack roll, etc. and/or maintains some constant abilities like grit or panache does for the gunslinger/swashbuckler/monk etc. This allows you to simulate special maneuvers without getting into anime territory or spellcasting simulation via Tome of Battle or Path of War that causes people to get a bad taste in their mouth.
5. Build an archetype similar to the qi-gong monk that allows the fighter to pick from a range of special abilities that tape into the pool above.
There are several third party supplements for Pathfinder that are "da epic" and mythic works fine. Or just convert over the rules from 3.0/3.5 epic handbook which are easy. And frankly, creating content for that high of a level isn't in the best business or design interests of Paizo right now, IMO. There are far more stories that can be told and areas of Golarion that need to be explored before we create the new mythic city of super people, aka Waterdeep... Hence why most APs max out at 15 or 17, since you're effectively more mythic then most of the world anyway, other then people like Tar-Baphon or Karzoug with his major artifacts...
This has been reopened as we have lost two players due to real life circumstances. Currently the group is exploring a tomb of an ancient Osirian general.
Current party makeup Half-orc cleric
I'm looking for two more players. A full arcane caster would be nice, but make what you like.
Same creation rules as before. Also you can resubmit the same character as you like. I'll continue the adventure and you'll join up in medias res.
@Jandar-Kai It's a chariot, quite old but in fairly good shape given its age. The chest appears to be trapped with some form of spring loaded blade.
@Zohreh It's quite firmly attached. As you look closely at it, the shield appears to be a cresset (torch holder).
@Varisia you are able to recover the tapestry without damaging it.
Jandar finds no traps on the doors. He opens them into a 20x20 ft room that has an open hallway that leads to the east into darkness. The most prominent thing of note is the full size brightly painted chariot in the middle of the room. A canvas stretches between two columns upon which are tacked the faded and deteriorated skins of antelopes, great cats, and crocodiles. A wooden chest, lacquered white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small stone shield is molded into the masonry at shoulder height.
Question oh great Aku, could we use in the Company of series by Rite Publishing? There are essentially 3rd party monster specific classes that allows one to play dragons, unicorns and the like. Evil fey, dragons, unicorns, and medusae are high on my list.
If not, then I will go with a druid, probably dragon shaman or blighter, and a half-elf from the Celtic equivalent they have there
Varisia finds nothing on the door nor is it locked. In the next room the party sees a 20 x 20 room with doors to the south and the north. A faded tapestry depicts an middle-aged man accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals. No obvious creatures are in the room.
We need to get you a new dice roller, Varisia. The random dice generator hates you.. After much travail (but fortunately not setting off the trap, though the second attempt was close (by 1),)Jandar-Ki and Varisia are able to disable a rather nasty dart trap. It appears to fire darts down the length of the corridor hitting anyone in the entire area. It also appears to be loaded for at least 10 rounds of fire while someone stands on the plate.
Everyone gets 100 xp for defeating a CR 2 trap. The doors still lie unopened at the end of the corridor.
Ok before I resolve this, is the entire group moving out of the corridor other then Arasmes when he works on the plate? And as for perception, if your actively searching for something or have trap/secret door auto find abilities, I'll ask you to roll them. Opposed Stealth vs perception I'll take care of unless you actively look or aid someone..
The walls of the corridor (10 ft wide) before are covered in bas-reliefs of great battles. Warriors clash at each other with spears and shields, while commanders bowl entire lines of troops over with chariots while shouting commands. At the end of the corridor, engraved double doors stand closed, holding sentinel over the troops...
As usual, it's up to you. It's a logic fail that a creature made of out of a particular material can't overcome a creature's damage resistance to all things but that material, but a lot of things in Pathfinder make little sense. Personally any creature is made out of or has extremities constructed of said material should be able to overcome DR, same thing with alignment typed creatures. That's how I would run it. Usually most creatures that can overcome a particular type of DR have that as part of their tag line, but not always.
I highly recommend this supplement. It pulls all of the ancient and modern myths on unicorns together and turns it up to 11. The evil unicorns are some scary foes, especially since they're almost anti-paladins with support and betrayal based teamwork feats plus cruelties/fiendish touch powers ala said anti-paladins. Regular silverman exemplars are also amazing, since each herd focuses on a particular class style role, such as arcane magic, healing, stealth, and so on. The background is also nice. What would super rock in the future would be an AP/campaign setting using these exemplar classes together, rather then the stock PC types.
Just downloaded and read. This is an awesome product. The various herd types corresponding to the main base classes for the silvermane exemplar are sweet, as are the homages to the Last Unicorn movie and book series. About the only thing that I would like to see are rules for a regular PC to gain a re'em/unicorn as an animal companion/mount/etc (other then your basic cohort), or an archetype for a rider and unicorn pair regarding PCs. Mage hand at will takes care of some of the manipulation issues with quadrupeds that have no hands, and the pool system regulates enhancement abilities to the horn just like the holy spirit or magus blade arcana does for a group of weapons. The darkmanes or corrupted unicorns are also scary, especially the corruption auras they can generate.
Also Zen archer/monk 1 or 2 levels and cleric of Erastil work nicely together. And archery plays a nice role in the 5th book as well..
Renata Maclean wrote:
Aren't demonic remains generally immune to necromantic reanimation anyway?
Nope. As long as the outsider's body or pieces are there, you can convert them to whatever undead you like provided the template or creature allows it. That's what makes pit fiend zombies and the like so dangerous at high levels.
Minions, dude, minions. No self-respecting necromancer doesn't have apprentices all vying to kill him or her as servants. Plus scrolls, wands, non-standard staves, and one-shot animate dead combined with fly wondrous items. Now what I would do if I were this group is take those skulls and make a bone golem out of them.
As has been stated previously, the smite bonus only applies vs the target you placed it on. Not from summoned monsters, spiritual weapon, created golems, allied murder-hobos with a shotgun, etc. So any person under the effects of smite can send entities to attack you whenever, however, etc as long as they are not making the attack. They pull out a gun, fire a guided rocket, spray you with mace, hit you with an even bigger mace, try to assault you with the corpse of an unladen African swallow laced with elderberry wine, bad touch you with inflict wounds spells, target you with direct attack spells like searing light or scorching ray or the dreaded donut holes of Dormammu, etc, then you get the AC bonus.