Are you my Mummy


Advice


Has anyone ever let a player play a Mummy in their campaign, if so what kind and how did it go? Why did you let them play the Mummy?

I know of a handful kinds of Mummys
1. Savage Species pg 187 Mummy Monster class (13 character levels, CR 3)
2. Dragon Mag 300; CR 2 Here
3. Mummified Creature Template Savage Species pg 126 Here
4. Dune (Desert) Mummy CR 3 Here
5. Dread Mummy CR 3 Here

I think out of those the general agreement is CR 3 fits the Mummy pretty well. But some of those are insanely powerful, look at the Dread Mummy with its spell like abilities.


That's CR +3, not CR 3. Add that onto a regular Mummy to make it CR 8.

I wouldn't let a player play a Mummy out of the box, ever. Every time they walk into a room everybody has to save or be Paralyzed? Yeah no.

What I might do is make them a custom race, using the Race Builder as a general guide.

I would not let them be fully undead (Immune: Everything).

I'll see if I can't whip something up later.


Its CR +3 on a base race, why would a Mummy have a Mummy Template applied to it when most of these clearly state Living creatures or strictly forbid undead.
So if your CR as a human is 1/3 and you add +3 its 3 1/3 CR which makes you a CR 3 rating.

That is all I meant by it.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm pretty sure that +3 CR on a CR 1/3 base creature ends up at CR 2: 1/3 > 1/2 > 1 > 2.

But other than that, I agree with Rynjin, no way would I let someone start at 1st level as a mummy. Custom race is the way to go.

I might go differently in a game starting at about level 5, though.


I am asking if anyone has ever, and why would you. I didn't say let someone start one at level 1.


Alchemists can slowly mummify themselves over the course of their career. I'd goad players who want to be undead towards that class.


Half-Mummy Thing (I suck at naming, do that part yourself):

Racial Qualities:

Type: Half-Undead (5 RP)
Size: Medium (0 RP)
Speed: Slow (20 ft., -1 RP)
Stats: Specialized (1 RP), +2 Str, +2 Wis, -2 Int (Half-Mummies are strong and perceptive, but their thought processes are as slow as their feet).
Languages: Standard. Half-Mummies begin speaking Common. Half-Mummies with high Intelligence modifiers may choose from Aklo, Celestial, Cyclops, Infernal, Necril, Sphinx, and Undercommon

Racial Traits:

Desert Runner (2 RP): +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Dual-Minded (1 RP): +2 Will saves

Natural Armor (2 RP): +1 Natural Armor

Natural Attack (1 RP): Half-Mummies gain a natural Slam attack that deals 1d6 damage.

Intimidating (2 RP): Half-Mummies gain a +2 bonus on Intimidate checks.

Flammable (-2 RP): Half-Mummies are vulnerable to Fire.

Dark and Light (1 RP): Once per day as an Immediate action Half-Mummies can draw upon their humanoid heritage to heal from positive energy and take damage from negative energy for 1 minute.

Total: 11 RP


I have not had a Mummy in my games yet, not sure if I would allow them as if someone dies of Mummy Rot I could see just reviving them as a NPC.

But given that if they are a CR +3 on a base race like human. Well I would have them have 3 CR levels and then class levels with possible room to buy off. If they have HD I would only allow half the Cr to be bought off.

Liberty's Edge

Rynjin wrote:

Half-Mummy Thing (I suck at naming, do that part yourself):

Tomb-Colonist? Bandaged One?


Demi-mummy. Or "dummy", for short.


Racial feats for the [Half-Mummy] exotic race.

Aura of Despair
Requirements: [Half-Mummy], Level 9
A [Half-Mummy] may use the supernatural Despair ability exactly like that which she is descended from. The duration of this ability is equal to the [Half-Mummy]'s Charisma Modifier (minimum 0) per minute for how long it can be used per day. This ability must be spent in 1-minute increments.

(Despair rules: http://www.d20pfsrd.com/bestiary/monster-listings/undead/mummy)

Touch of the Cursed
Requirements: [Half-Mummy], Aura of Despair, Level 11
The [Half-Mummy]'s true heritage begins to show through for the notorious disease that her progentior is known for. A [Half-Mummy] may now apply Mummy Rot to their touch attacks and unarmed attacks. This ability is a supernatural ability that requires a Move Action to activate it and can only be used 2/Day. At 15th level this ability can now be used 3/Day and becomes a Swift Action to activate. At 20th level this ability now can be used 4/Day and becomes a Free Action to activate it.


If all else fails, you can always ask your GM/allow player to play as a Dhampir Alchemist (Archetype: Internal Alchemist).

Dhampir: Heal off of negative energy. Hurt by positive energy.

At 1st level an Alchemist of the IA archetype can control their breathing so they can appear dead and motionless. They also can go twice as long without food or water this way.

Preserve Organs (Discovery): 25/50/75% chance to negate a Critical Attack/Sneak Attack and have damage rolled normally instead. (Per discovery invested into Preserve Organs)

Mummification (Discovery): The alchemist becomes immune to cold, nonlethal damage, sleep, and paralysis. (10th level)

the IA archetype also allows an Alchemist who reaches level 10 to not only be immune to Poison but to Disease as well.

At sixth level a IA also gains Uncanny Dodge.

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