BWatford's Mummy's Mask Table #1 (Inactive)

Game Master bwatford

Pathfinder Mummy's Mask AP PbP


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Quick question,

For animal companions, do you allow either or both the boon companion feat/companion archetypes?

Looking at taking the Beast master archetype, with a giant beetle pet (scarab) as an undead hunter type of ranger.


@ The Pale King

The Pale King wrote:
Since we are lacking any warrior submissions and I have an idea for one I think I'll also write that up, are you okay with the Suli race? I think it fits well thematically.

Suli's fit perfectly with the area and the setting. Actually have one in my real life MM game.

@ Aardvark Barbarian

Aardvark Barbarian wrote:

Quick question,

For animal companions, do you allow either or both the boon companion feat/companion archetypes?

Looking at taking the Beast master archetype, with a giant beetle pet (scarab) as an undead hunter type of ranger.

Both the Boon Companion feat and companion archetypes are allowed as long as the archetype is Paizo material and not 3rd party. Since Wati is basically under Pharasmin rule and the Scarab Beetle acts a a Pharasma Psychopomp then the Ranger would have to be a devote follower of Pharasma to be allowed to have the beetle as a animal companion.


Aardvark here (remodeling and old profile for this)

No problem, and that helps as I was undecided whether to take the Devotee of Old Gods (Anubis), or Undead Crusader (and follow Pharasma) campaign trait for his anti-undead connection.

EDIT: Another Animal Companion question, How do you do HP for them? Is it like PC's max 1st HD and average each level after, or is it average like monsters? So, for the 2 HD beetle would it be either 12 (8+4) or 9 (4+5) base?


Bwatford, your RoW maps were phenomenal and I'm super interested in this PbP just because I wanna see what magic you do with the maps.

That being said, I have absolutely no idea what kind of character I'd like to play. I'll think on it and make something later this week.


Mulluq'Tar Sheptat wrote:

Aardvark here (remodeling and old profile for this)

No problem, and that helps as I was undecided whether to take the Devotee of Old Gods (Anubis), or Undead Crusader (and follow Pharasma) campaign trait for his anti-undead connection.

EDIT: Another Animal Companion question, How do you do HP for them? Is it like PC's max 1st HD and average each level after, or is it average like monsters? So, for the 2 HD beetle would it be either 12 (8+4) or 9 (4+5) base?

Animal Companion HP works like the player characters. Max at 1st level and average for each level after.


bwatford wrote:
Mulluq'Tar Sheptat wrote:

Aardvark here (remodeling and old profile for this)

No problem, and that helps as I was undecided whether to take the Devotee of Old Gods (Anubis), or Undead Crusader (and follow Pharasma) campaign trait for his anti-undead connection.

EDIT: Another Animal Companion question, How do you do HP for them? Is it like PC's max 1st HD and average each level after, or is it average like monsters? So, for the 2 HD beetle would it be either 12 (8+4) or 9 (4+5) base?

Animal Companion HP works like the player characters. Max at 1st level and average for each level after.

Is that your ruling or how animal companions normally work? I've always run it was half HD, not like PCs.


Lin Zi wrote:
Is that your ruling or how animal companions normally work? I've always run it was half HD, not like PCs.

Yes I have always ran it like that in all my games. At the average hp per level they are still only getting half their HD, they are really just getting a few extra at first level with the Max amount.

So in the example above a 2 HD Beetle gets 8 for the first HD and average for the second (8 + 4) = 12, where as the normal method would give them about 9 hp. So basically they get 3 bonus hp to help them get over the hump at 1st level. Not really gonna change anything in the long run but helps a wee bit at first.


OK then. Will put scribe scroll back and remove spell focus... That may end up helping me more in the long run huehue.

Also, I will most likely be using the teleportation sub school of conjuration.


I also intend on having some downtime periods throughout the campaign to make sure those players with craft feats can actually use them. As well as incorporating the downtime rules from Ultimate Campaign and awarding capital (Goods, Magic, Influence, etc) for players that want to do more than just work a skill for a few coins during downtime days. This gives players without crafting skills something useful to do as well during those times.

I also will be putting up a campaign website to help everyone keep track of maps, information and other stuff going on in the campaign world. Players will have their own sections to take notes, keep a journal or whatever they like as well as having quick reference to the Party Loot Log and important notes on encountered npc's or areas explored.


Just rolling age, height, and weight.... because, well I like the randomness of it.

1d6 + 15 ⇒ (1) + 15 = 16 years
2d10 + 58 ⇒ (9, 10) + 58 = 77 inches

Other than that, just need to finish buying gear and put his flavor text together. Well, and do the stats for Zhuk (his pet), but I probably won't have time for that until later today.


I am seriously considering making a martial character for this game. It looks most intriguing, and I am liking your modifications. The point buy is a bit lower than I normally prefer, but with said changes it shouldn't be a problem. Fun is the overriding factor for me.

bwatford, I sent you a PM regarding a character concept. Looking forward to hearing from you!


Faelyn here with everything completed and compiled. Also... Time Zone is US Central GMT-6 and I should not have an issue with daily posting. I know we did not have to make an alias, but I find it easier to keep everything tidy.

The tall, muscular warrior with the strange shimmering skin looks at the man for a moment. "Why should I be allowed to enter the tombs? Because someone will need to protect these fools from the dangers that lurk within the Necropolis. What dangers? Ask anyone from Wati about the Necropolis and they will tell you myths about the undead that wander the streets. Ask one of the Voices about the undead in the Necropolis and they will deny it. Ask me about the Necropolis and I will tell you the truth... That the Necropolis is like a desert viper; harmless if left alone by the wary and deadly to the unwary and unscrupulous if prodded. I have witnessed the deadly nature of the Necropolis and have spent my life learning to fight the undead. Bring me along and I will ensure your safety. By the light of the Dawnflower I will keep you safe."


Workin" on Saedue, an Elf Alchemist


Timezone is Eastern (GMT-5)

That said, I'm a shift worker (and can often post at work depending on the shift). So, my posting tends to frequent in the afternoons and later (eastern), but every couple months will be in the mornings.

Description:
There is no doubt in looking at Mulluq'Tar that he is a native Osirian. His complexion is dark, and the sun doesn't seem to bother him as much as it does newcomers to Wati. He is both tall and muscular, and looks to be in the prime of his youth. He wears the loose layers of clothing traditional for the region, amongst which can be seen the shining links of his armor, down to the ones sewn into the kilt around his waist. At his hip is a khopesh, while a morningstar and shield, both covered in dangerous-looking spikes, rest bundled with the heavy backpack he wears. Laying proudly and prominently across his chest is a shining silver spiral of Pharasma.

Personality:
Despite his outwardly visible stoic and taciturn demeanor, Mulluq'Tar is good-natured and generally easy-going. Most of his pervasive quiet is just him taking in what goes on around him and evaluating what he sees. There's very few things that interest him, but most importantly amongst these is his religion. He wears his faith like a badge of honor, and loves how much the people of Wati recognize Pharasma's greatness for what it is.

Background:
Mulluq'Tar was born and raised in Wati, his father a priest of Pharasma long before Mulluq was born. As such, Mulluq grew up with the faith and the teachings of the Lady of Graves, and "The Bones Land in a Spiral" contained the stories he heard before bed. As such he was destined to end up as a member of the Grand Mausoleum in Wati. Unfortunately for him, he just did not have the capacity for the role his father had wished for him. He studied, focused, and delved into all he could learn about the church, but his talents always lay with his natural athleticism over his mental faculties. As such, his instruction turned more toward learning the duties of the temple guard.

If there was one thing he could retain, it was the fervent obsession with how undead were an abomination to all that Pharasma represented. He wanted nothing more than to bring down the enemies of the church, and to him there is no greater enemy than the dead brought back to a false semblance of life. He was able to use his fervor to obtain a special position amongst the guards assigned to protect the priests whenever they had to enter the Necropolis for any religious functions.

On one such occasion a small dust storm had caused him to get separated from his group. In trying to cautiously navigate the giant burial site, he heard an odd rythmic humming. He investigated the sound only to find it was a large scarab beetle casually moving between the buildings. Recognizing the creature for it's religious signifcance, he decided to follow it. Unfazed by the man following it, the large insect happened to wander until it came across the others. They had run afoul of a group of the more dangerous undead that can be found inside the Necropolis' walls, and had lost a few of their members. Bearing one of the injured, Mulluq'Tar continued to follow the insect until it led them to the exit. From that point on, Mulluq has doted on the beetle like a true friend, and has learned that there is something more to it than others of it's kind. To this day Zhuk, as he's come to name it, doesn't react or respond to anyone the way it does for him, and the two are rarely seen apart.

"Why should I be allowed to enter the ancient tombs? Uhm, well, all these foreigners are bound to show less respect to how the dead should be attended than I would. Not only that, but in my holy duty to the Lady of Graves, I will see to it that there are no filthy undead within to exist as a mockery to Her designs. What better person to be present than someone like me who only seeks entrance to ensure that the tenets of the faith are maintained? As a faithful Pharasmin, I represent her interests within the Necropolis over my own, and firmly believe that I have her watching over me closer than anyone else whose gods have no place in somewhere so holy to Pharasma."


Not going to submit anything, but dotting to track this. As a DM of this game, I'm curious to know how others run it as well.


Basil, Suli Cavalier

Spoiler:
Basil
Suli Cavalier (Beast Rider) 1
CG Medium Outsider (Native)
Init +1, Senses low-light vision, Perception +0
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
HP 11 ((1d10+1))
Fort +3, Ref +1, Will +0
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OFFENSE
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Speed 20 ft.
Melee Lance +4 (1d8+3/x3)
Melee Glaive +4 (1d10+3/x3)
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STATISTICS
----------------------------------------
Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 14
BAB +1; CMB +4; CMD 15
Feats Power Attack, Paired Opportunist
Skills Diplomacy +8, Sense Motive +6, Ride +5, Intimidate +6
Traits
Languages Common, Ignan
Possessions Lance, Scale Mail, Glaive
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SPECIAL ABILITIES
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Energy Resistance 5:
Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Negotiator:
Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Elemental Assault (Su)
Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Weapon Proficiency
Cavaliers are proficient with all simple and martial weapons.

Armor Proficiency
A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields).

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Order of the Cockatrice
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.
Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Exotic Mount (Ex)
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.
Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, giant snapping turtle, triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications:
Size Large
Ability Scores Str +2, Dex –2, Con +2;
Increase the damage of each of the mount’s natural attacks by one die size.
A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces the standard cavalier's mount and expert trainer abilities.

Hero, the Mount

Spoiler:
Hero
Horse Animal Companion 1
Large Animal
Init +1, Senses low-light vision, scent, Perception +5
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 13 ((1d8 average+2)x2)
Fort +5, Ref +4, Will +1
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OFFENSE
----------------------------------------
Speed 50 ft.
Primary Melee Bite +4 (1d4+3)
Secondary Melee Hooves +4 (1d6)x2
----------------------------------------
STATISTICS
----------------------------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
BAB +1; CMB +4; CMD 15
Feats Power Attack, Endurance
Skills Perception +5, Stealth +5

Description

Spoiler:

Basil is a towering man with smoldering amber eyes and perpetually tanned skin, his hair is of a tone akin to a dark copper. Despite a history of slavery and bloodshed his body is seemingly unmarred by scar tissue. A smirk comes more readily to his lips than a smile and neither reaches his eyes.

Background

Spoiler:

Shortly after Basil was born his mother took him from Osirion to travel north, hoping to give her son a life in a nation of tamer climate and greater opportunity. It was not to be, Basil and his mother were captured by slavers. Basil's mother didn't last long, but his own impressive physique even at a young age led him to being sold to a gladiatorial arena. For most of the years of his life Basil did nothing but fight and win, he became a fan favorite. His impressive skill as a rider led to him fighting in mounted combat just as often as unmounted and from this he met his companion Hero, the horse with whom he fought side by side through the arena. His escape from slavery was unexpected, he and Hero were paid for by a mysterious benefactor and left with a simple note 'Come home, return to Wati.'

On his return there was no one to greet him and he found little of his own origins in his first cursory search of Wati. It was then that he heard of the ancient tombs of Osirion, his history as a gladiator gave him an innate need for glory and searching these tombs could certainly give him glory. Not only that but he would have been stupid to not notice their was something unusual about his heritage, perhaps uncovering the mysteries of Osirion would lead to uncovering those about himself.

Also a work in progress, not sure which campaign trait fits the guy.


Dotting. Will make an ex-harem guard barbarian.


Okay, here is the crunch along with some background.

Noonan:

Full Name : Noonan

Race Human

Classes/Levels Barbarian 1 (Invulnerable Rager) (Favored Class Bonus-HP)

Gender M

Size M

Age 22

Special Abilities :

Alignment: NG

Deity : Muscle Wizard

Location :Wati

Languages :Common

Occupation : Smiter of various bodyparts,Ex- Harem guard

Strength 16 (14 plus human bonus) (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 10
Height: Truck Weight: Truck Hair: None Eyes: Brown
Favored Class: Barbarian (HP)
EXP:
Hit Points: 18
Spd: 40 ft.
Init: +2
AC: 17( +5armor shield)/Touch 12/FF15)
BAB: +1
CMB: +4
CMD: +16
Saves: Fort +4 Ref +3 Will +0 (+2 vs. fear)

Weapons:
Greatsword +4 2d6+3 19-20
Dagger +4 1d4+3 19-20

Skills: Perception(1+3)4,Know-Local(1+3+1)5,Survival(1+3)4,Climb(1+2+3)6,Acrobatics (1+2+3)6

Feats: Power attack,Toughness(+3 HP at 1,+1 hp/level after level 3)
Traits: Wati Native(+2 vs. fear ,+1 Know-Local and is class skill)Deft Dodger(+1 reflex save)
Special Abilities: Fast Movement,Rage(6 rounds),

Equipment:
Scale Mail (50 -4 ACP)
Greatsword (50)
Dagger (2)
Barbarian's Kit (9 gp)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches
trail rations (5 days)
waterskin
69 gold

Stats when Raging : Str 20,Con 18, Will +2(+4 vs fear),HP 20 AC 15
Greatsword +6 2d6+5
Dagger +6 1d4+5

Description: Noonan is a towering figure with a shaven head and sunburned skin, he looks like someone who keeps
himself in shape with vigorous exercise but has lived his life indoors due to his pale yet sunburned skin.

Background: Noonan was born a slave and purchased by a wealthy merchant who wanted a servant for his harem. Unfortunatly for Noonan, this ment castration and while harboring anger for many a year, he has slowly learned to accept his state. His master came upon hard times recently and had to reduce his household and be limited to just one mistress. So he sent Noonan away as well with a purse full of gold as 'compensation' for his long years of servitude.


Valienna

Spoiler:

Stats:
linky

Description:
A tall, lean woman dressed with short red hair dressed in a nobleman`s outfit.

Background:

Since childhood, Valienna felt out of place in her small fishing village. Having nowhere else to go, she endured it until her 14th birthday when news of an arranged marriage caused her to flee her home in a fit of tears. Alone and unskilled, Valienna wandered into a band of hungry goblins who slashed her throat with little trouble.

The lost young girl resigned herself to death, but this was not the end for her. She awoke some time later, her wounds healed and the bodies of goblins scattered all around. In the distance she caught a glimpse of a beautiful prince chasing after the remaining goblins. As he rode off, Valienna was filled with a feeling of purpose. She vowed to become just like her shining knight.

Why Her?
Valienna would be a great addition to the party due to her dedication and sense of duty.

I am GMT -8


Ok here is a nightly update of submissions so far. Please let me know if I have missed you.

DM Note: Mulluq'Tar Sheptat - Characters can have only one archtype per class in this campaign please.

Mummy's Mask PbP - Character Submissions:

{Paizo Name) - Character Name - Race - Sex - Alignment - Class

WARRIORS
(Faelyn) Shenir - Angelkin (Aasimar) Male - LG - Paladin 1
(The Pale King) - Basil - Suli Male - CG - Cavalier 1
(Andrea1) - Noonan - Human Male - Barbarian - NG - Barbarian (Invulnerable Rager) 1
(Desidero) - Valienna "Vale" Westridge - LG - Human Female - (Oath of Charity) Paladin 1

DIVINE
( trawets71) Sunshine "Sonny" Wright - Aasimar Male - NG - (Sarenrae) Cleric 1
(Doomed Hero) Anset Ossari - Human Male - Unknown Alignment - (Anubis) Cleric 1

ARCANE
(psionichamster) Nysmnyd - Gnome Male - CG - Illusionist 1
(Aebliss) Alexander Pierpoint - Human Male - LN - Wizard 1
(rorek55) Vinnick Varzel - Elf Male - TN - Wizard 1

SKILL MONKEYS
(psionichamster) Unnamed - Halfling Male - CG - Rogue 1
(Papa-DRB) G'Nal - Elf Male - NG - Rogue 1

SUPPORT
(Arkwright) Lin Zi - Human Female - CG - Summoner 1
(Helikon) Knut das Auge - Dwarf Male - LG - (Zen Archer) Monk 1
(The Pale King) Cedric Wale - Half-Elf Male - Unknown Alignment - Bard (Archaeologist) 1
(Escharid Blackrose) - Saedue Menura - NG - Elf Female - Alchemist 1
(Troy Malovich) - Mulluq'Tar Sheptat - LN - Human Male - Beastmaster Ranger 1


Had a LOT of options paralysis, but I decided to work up a battle oracle who worships Sekhmet. I'll post her final stats in the morning.


bwatford wrote:
DM Note: Mulluq'Tar Sheptat - Characters can have only one archtype per class in this campaign please.

Understandable.

In that case, does anyone know if there is any way for a ranger to have a vermin companion without taking the Beastmaster archetype? I really don't want multiple companions, I just wanted to expand my companion list to include the beetle.

Ideally, I would be a skirmisher with a beetle companion. If that's not an option I'll keep beast master and just move a point from Dex to my Wis so I can cast spells when I get them.

As an aside, I was surprised to see him in the Support slot, vice Warriors, but not concerned with it overmuch.

The Exchange

Yo. I don't mean to gush, but I play in one of BWatford's home games and you guys are in for a very hardworking and fun GM.


Mulluq'Tar Sheptat wrote:
bwatford wrote:
DM Note: Mulluq'Tar Sheptat - Characters can have only one archtype per class in this campaign please.

Understandable.

In that case, does anyone know if there is any way for a ranger to have a vermin companion without taking the Beastmaster archetype? I really don't want multiple companions, I just wanted to expand my companion list to include the beetle.

Ideally, I would be a skirmisher with a beetle companion. If that's not an option I'll keep beast master and just move a point from Dex to my Wis so I can cast spells when I get them.

As an aside, I was surprised to see him in the Support slot, vice Warriors, but not concerned with it overmuch.

We will work out the intricacies of the character if it is one of the characters that is chosen. :)


Then let me thank you right now for your patience with me thus far. Looking back at all my posts, I feel like I may have been a bit of a nuisance with a constant barrage of questions. :)


Mulluq'Tar Sheptat wrote:
Then let me thank you right now for your patience with me thus far. Looking back at all my posts, I feel like I may have been a bit of a nuisance with a constant barrage of questions. :)

In my estimation, most GMs want quality questions. It shows interest in the game, a willingness to work within the framework they set, and an enthusiasm to play. I have made it in to several games due to this. That and I love to write up background stories for characters. I find it to be both challenging and rewarding. And fun. I like fun.


Grand Moff Vixen wrote:
Mulluq'Tar Sheptat wrote:
Then let me thank you right now for your patience with me thus far. Looking back at all my posts, I feel like I may have been a bit of a nuisance with a constant barrage of questions. :)
In my estimation, most GMs want quality questions. It shows interest in the game, a willingness to work within the framework they set, and an enthusiasm to play. I have made it in to several games due to this. That and I love to write up background stories for characters. I find it to be both challenging and rewarding. And fun. I like fun.

This +1

I can't wait to see your final submission Grand Moff Vixen.


bwatford wrote:
Grand Moff Vixen wrote:
Mulluq'Tar Sheptat wrote:
Then let me thank you right now for your patience with me thus far. Looking back at all my posts, I feel like I may have been a bit of a nuisance with a constant barrage of questions. :)
In my estimation, most GMs want quality questions. It shows interest in the game, a willingness to work within the framework they set, and an enthusiasm to play. I have made it in to several games due to this. That and I love to write up background stories for characters. I find it to be both challenging and rewarding. And fun. I like fun.

This +1

I can't wait to see your final submission Grand Moff Vixen.

I sent you another PM. I look forward to trying this concept out!


A question: could the "Resurected" Campaign trait be used (or twisted) for someone who think to had a previous life in this strange land?

Dark Archive

Very interested. Thinking an Archeologist or Archivist Bard. Going for that 5ht or 6th person on the team. :)


I'm going to have to withdraw. I'm very ill and spend too much time asleep to make a character.


Skorn wrote:
Very interested. Thinking an Archeologist or Archivist Bard. Going for that 5ht or 6th person on the team. :)

I love the archaeologist. It brings things to the table that a rogue does not get, while still being very rogue-like. While the bardic performance goes away, you get the remaining abilities that were not touched. And spells. This makes for lots of awesomeness! A very good choice in my estimation.


It seems you do not like the idea of a ranger tank. Well I am still curious what will happen next.

Dark Archive

Grand Moff Vixen wrote:
Skorn wrote:
Very interested. Thinking an Archeologist or Archivist Bard. Going for that 5ht or 6th person on the team. :)
I love the archaeologist. It brings things to the table that a rogue does not get, while still being very rogue-like. While the bardic performance goes away, you get the remaining abilities that were not touched. And spells. This makes for lots of awesomeness! A very good choice in my estimation.

Thanks Vixen. I agree it is a strong backup class. And with the campaign's Trap Finder trait, it could be a primary skill monkey with spells in place of sneak attack. So many choices for skills though. I would not be fully satisfied with twice the stating skill points. :)


The battle oracle wasn't really coming together, so I made an inquisitor instead.

Stats, including special abilities:

Quessan stats:
Quessan
Female Human Inquisitor of Sekhmet 1
CG Medium humanoid (human)
Init +2, Senses Perception +7
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+4 armour, +1 Dex, +1 shield)
HP 12 (1d8+4)
Fort +3, Ref +2, Will +5
----------------------------------------
OFFENSE
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Speed 20 ft.
Melee battleaxe +3 (1d8+3/x3), morningstar +3 (1d8+3/x2)
Ranged shortbow +1 (1d6+1/x3)
Special Attacks destructive smite (+1, 6/day), judgement 1/day

Inquisitor Spells Known (CL 1st; concentration +4 [+2 cast defensively])
1st (2/day) - detect undead, gorum's armor magic weapon
0th (at will) - detect magic, disrupt undead, guidance, light,
Domain Destruction (Rage subdomain)
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STATISTICS
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Str 16 (+3) , Dex 12 (+1), Con 12 (+1), Int 11 (+0), Wis 16 (+3), Cha 10
BAB +0; CMB +3; CMD +14
Feats Toughness (+3 HP at 1,+1 hp/level after level 3), Warrior Priest (+1 bonus to initiative and +2 on concentration checks when casting defensively)
Skills Intimidate +4, Knowledge (religion) +5, Knowledge (dungeoneering) +4, Linguistics +1, Perception +7, Sense Motive +8, Survival +7
Traits Deft Dodger (+1 to Reflex saves), Devotee of the Old Gods (+1 to Knowledge (religion) checks, +1 to saving throws against divine magic)
Languages Common, Ancient Osirian
SQ monster lore +3, stern gaze +1
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SPECIAL ABILITIES
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Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain:
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Equipment, including encumbrance and assuming max gp of 240

Quessan Equipment:
Gear
holy water (2) [50 gp, 2 lbs.]
armoured coat (-2 Armour Check Penalty) [50 gp, 20 lbs.]
buckler [5 gp, 5 lbs.]
battleaxe [10 gp, 6 lbs.]
morningstar [8 gp, 6 lbs.]
shortbow [30 gp, 2 lbs.] w/ 20 arrows [1 gp, 3 lbs.]
sunrod (5) [10 gp, 5 lbs.]
backpack [2 gp, 2 lbs.]
bedroll [1 sp, 5 lbs.]
silk rope (50 ft. [10gp, 5 lbs.]
trail rations (5 days) [25 sp, 5 lbs.]
waterskin [1 gp, 4 lbs.]
60 gp
Total Encumbrance: 70 lbs.

Description

Quessan description:
Quessan stands about 5 and a half feet tall, with a muscular figure. As a native Osirian, her skin is rich brown and clear. Her face bears three lines tattooed on each cheek, in black ink. Her eyes are gray, and her hair is black and worn to the shoulder loosely.

Edit: Changed trait from Undead Crusader to Devotee, since she worships Sekhmet. Backstory and personality to come later.

Scarab Sages

Let me introduce the Archaeologist Bard entry from Skorn. Comments are appreciated.


I'd like to throw in my lot with Mchanga, a dwarven desert druid. Click through for profile. He'll generally fill a support role.

Time zone is GMT-5.

Why is you let Mchanga into tombs? Is not your business. Is Mchanga's business. What!?! You need answer for paperwork? OK. Here is answer. Necropolis is for dead, yes? You ever been dead? No, I thought not. Mchanga been dead. So Mchanga has more claim to necropolis than you! Put that in paperwork!


Oh, GMT is GMT-5(Maine)


Saedue Menura wrote:
A question: could the "Resurected" Campaign trait be used (or twisted) for someone who think to had a previous life in this strange land?

Sure the flavor could be changed to a past life, or maybe even multiple past lives. This is an interesting concept. Can't wait to read more. I smell a multiple personality complex. :)

Bjoern Ghostbear wrote:
It seems you do not like the idea of a ranger tank. Well I am still curious what will happen next.

Not that I don't see them as a tank. I see them as a backup tank or secondary support if you will. My Reign of Winter home game campaign was tanked by a druid and a ranger at one point and they did ok. I may move characters around the list as more are added and I look more through the crunch.


Ok here is a nightly update of submissions so far. Please let me know if I have missed you.

I shifted some of the characters around the list a little based on their individual builds.

Mummy's Mask PbP - Character Submissions:

{Paizo Name) - Character Name - Race - Sex - Alignment - Class

WARRIORS
(Faelyn) Shenir - Angelkin (Aasimar) Male - LG - Paladin 1
(The Pale King) - Basil - Suli Male - CG - Cavalier 1
(Andrea1) Noonan - Human Male - Barbarian - NG - Barbarian (Invulnerable Rager) 1 )
(Desidero) Valienna "Vale" Westridge - LG - Human Female - (Oath of Charity) Paladin 1
(Helikon) Bjoern Son of Beorg called Ghostbear - CG - Human Male (Ulfen) - Ranger 1
(Troy Malovich) - Mulluq'Tar Sheptat - LN - Human Male - Beastmaster Ranger 1

DIVINE
( trawets71) Sunshine "Sonny" Wright - Aasimar Male - NG - (Sarenrae) Cleric 1
(Doomed Hero) Anset Ossari - Human Male - Unknown Alignment - (Anubis) Cleric 1
(TerminalArtiste) Quessan - Human female - CG - (Sekhmet) Inquisitor 1
(Jon A) Mchanga - Dwarf Male - TN - Desert Druid - 1

ARCANE
(psionichamster) Nysmnyd - Gnome Male - CG - Illusionist 1
(Aebliss) Alexander Pierpoint - Human Male - LN - Wizard 1
(rorek55) Vinnick Varzel - Elf Male - TN - Wizard 1

SKILL MONKEYS
(psionichamster) Unnamed - Halfling Male - CG - Rogue 1
(Papa-DRB) G'Nal - Elf Male - NG - Rogue 1
(Skorn) Nefertari Sandyfoot - NG - Halfling Male - (Archaeologist) Bard 1
(The Pale King) Cedric Wale - Half-Elf Male - Unknown Alignment - Bard (Archaeologist) 1

SUPPORT
(Arkwright) Lin Zi - Human Female - CG - Summoner 1
(Helikon) Knut das Auge - Dwarf Male - LG - (Zen Archer) Monk 1
(Escharid Blackrose) - Saedue Menura - NG - Elf Female - Alchemist 1


Ok, looked at number crunch till my eyes hurt. Some of you have submitted very thought out and fleshed out builds and I thank you.

Some of you others I just get cookie cutter number crunch. What makes them tick, what are their motivations, what are their quirks. Come on guys & girls. Give me fluff... make that pillow soft and comfy, make me believe in who your character is. This is a PbP game and we roleplay, not roll play.

If I don't see an identity and I can't picture this character in my mind then he is simply going to get past over. I want to build a story. I am customizing this AP to the backgrounds and motivations of my players characters. I want them to be part of the story, to become the story.

Also, I need to let all of you know that most all the tombs in Osirion have been open for about 7 years to exploration. Wati's has not been opened yet. If part of your backstory concerns someone exploring the tombs in Wati already for whatever reason in the necropolis this needs to be changed. That is why all of you have come to Wati because they are about to have a lottery to allow the first explorers inside.

Those of you who update your backstories and character and wish me to look back over your characters please let me know.


So I wrote up her personality, and updated her description a little.

Quessan History and Personality:
Quessan was raised among a small benevolent sect of Sekhmet worshippers, the Lioness' Noble Daughters, in the city of An. She was trained in the arts of war and usage of divine power, in order to bring destruction to the wicked. Having recently ascended to the rank of novice aspirant, she has been given leeway to seek out her own cause. Quessan decided to explore the tombs of Wati, in search of new and exciting things to hunt.
Quessan is generally quiet and keeps to herself; her isolated upbringing has left her with precious little in the way of social grace. She is well aware of her goddess' favour upon her, demonstrated by her divine powers, and is somewhat of a glory-hound, seeking to display her goddess-granted powers in combat. Raised among a female-dominated sect, where women were trained as hunters and leaders, she has little experience with chauvinism and finds it distasteful. Though good at heart, she is quite mercenary in inclination, and not given to generosity. For her, good is in knocking evil down, not lifting the innocent up.

Updated description:

In which I describe what she wears:
Quessan stands about 5 and a half feet tall, with a muscular figure. Clearly a native Osirian, her skin is rich brown and clear. Her face bears three rows of seven dots each tattooed on each cheek in black ink, emulating a lion's whiskers. Her eyes are grey, and her hair is reddish-brown and worn to the shoulder loosely. She usually wears a red set of robes under her tan coat, which serves as armour. She wears her holy symbol as a loose bracelet around her left wrist, and is left-handed. She wears a necklace bearing a lion's fang, an ascension present from friends among her sect. Though aware that it is fake, ever since it dropped and the finish chipped to reveal glass, she treasures it all the same.

I operate on GMT-5. Daily posts are not an issue, though they will mostly happen in the morning.


Still working on my character, just saw you were open about the previous life thing.

Now I can write some backstory and finish my crunch.^^


GM:
I hope I'm not one of the ones you are referring to about changing backstory to not include the Wati tombs? I read the thing about Wati in the AP back when it came out, and as I understood it, the church of Pharasma may periodically make little forays into the Necropolis itself just not the tombs. My backstory includes a trip into the Necropolis, but they never entered a tomb. If I am incorrect about them entering the Necropolis at all, let me know and I'll adjust my story, I just thought I had read it the other way.

Also, I feel I need to mention for the sake of full disclosure and hope this doesn't disqualify me in any way, I am running this AP as a PbP on the forums here. Now, I also run and play in a Shattered Star, CotCT, and had an S&S but still play in one. I've also ran RotRL and CC and play in each one now. You can ask any of my GM's, I always maintain the separation of player vs character knowledge.


I'd love to play this AP. How much longer is your recruitment open for? I'm mulling over the idea of a vanilla buffer bard, but since you said we can submit multiple characters, I might think about other options.


Wee bit more info:
Noonan's life right now is somewhat aimless. While he is not naive about life away from his master he knoows virtually no one and is very stand-offish since he has few social skills. Noonan has gotten involved in the lottery at Wati for a chance to gain some valuable experiance and money for survival before he decides on what else he should do. Since Wati has bad memories for him, he is seriously considering moving when he is able but since all he knows is Wati, he isn't sure where.


Saedue background and personnality added in profile.
I just have to choose her equipment now.

just a question to GM: will you allow Saedue to choose more human langages over traditional elf langages (Sylvan, Celestial, etc..) with her background?


El Ronza wrote:
I'd love to play this AP. How much longer is your recruitment open for? I'm mulling over the idea of a vanilla buffer bard, but since you said we can submit multiple characters, I might think about other options.

Recruitment ends on Saturday evening, July 19th.

Saedue Menura wrote:
will you allow Saedue to choose more human langages over traditional elf langages (Sylvan, Celestial, etc..) with her background?

As long as they fit with her background I do not see a problem.


Ok due to the high level of interest in this campaign I have decided to run 2 tables of 5 characters each instead of the 1. I know this still won't allow me to include all the ones wishing to play but I feel with the number of quality submissions that it will at least open up the possibility for more players.

For Table #1 I have made a few decisions already...

WARRIOR
***** (Faelyn) Shenir - Angelkin (Aasimar) Male - LG - Paladin 1

DIVINE
Undecided

ARCANE
***** (Aebliss) Alexander Pierpoint - Human Male - LN - Wizard 1

SKILL MONKEY
***** (Skorn) Nefertari Sandyfoot - NG - Halfling Male - (Archaeologist) Bard 1

SUPPORT
***** (Arkwright) Lin Zi - Human Female - CG - Summoner 1

So if you four will make your way over to the discussion forum for table #1 located HERE. and please introduce yourself and your character. You can also start discussing with the other players any tweaks or changes to your character based on group needs and let me know when your character has everything finalized and finished for my approval before we start. I know I have to still pick the table a DIVINE but other than that all the party is in place.

Table #2 is still wide open.


Grats to those that have been selected thus far.

*fingers crossed for table #2*

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