Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.

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After a couple of years of hiatus, I found that I need to scratch my gaming itch again, so I’ll try starting up a Mummy’s Mask campaign. I’m kind of old school, so I tend to go for crude but effective in my DMing style. You might do well to look up a few of my old games to see what my style is like. I encourage role-playing but am not much good at it myself. I’ve been blessed with excellent players in the past, so that has never been an issue. What I consider my strengths is simply that I try always to be civil and to keep the action flowing. It’s worked well so far.

If you’d like to submit a character, please keep it simple. I’ll allow most Paizo archetypes, classes and races (but I’d like to avoid the alchemist, magus and summoner) but I prefer to keep things a bit old-fashioned. Just pitch me an idea and I’ll look at it and say yes or no. The game is going to be pretty casual (I hope) so I’m looking for competent but not optimized adventurers.

20 point buy, two traits (one from the campaign guide) and average starting wealth (or you may roll for it if you prefer). Check out the Mummy’s Mask Player’s Guide for what kind of characters would be appropriate. I’m also using a home variant of hero points, but we’ll get to that in time.

Expected posting rate is once a day on weekdays. If you’re in combat and don’t post for 24 hours, you will be assumed to be delaying (or I’ll take your action for you if it is obvious). More posts are welcomed and I’ll try to post as much as I can, but I can’t promise more than once a day.

I’m looking for five players to begin with, and people have been known to drop out so feel free to stick around for a while. As always, if anyone has gamed with me before and liked it, I’ll save a spot for you. Apart from that, I don’t like to hold auditions so I’ll probably take the first comers. So please don’t sign up unless you’re really committed. A few of my games have run for a really long time.

Welcome to Osirion and some really old-fashioned dungeoncrawling!


I'm interested! Thinking about an undead scourge paladin...

potential dot considering how some other applications go. But if I do submit something it will likely be a divine marksman ranger

yeah, thinking divine marksman/divine Tracker

Want to try a Bolt Ace build
A Hellsing kind of build i guess =^^=

GP: 5d6 ⇒ (2, 3, 2, 6, 6) = 19 x 10

Can we roll on the table for Tieflings, or by the GM's permission, choose? ;)

Pathfinder Roleplaying Game Superscriber

I'm interested... I was in your Castle Whiterock game and would like to play with you again... Not sure what I'll build for this game yet - want to read the player's guide first... how long will you be holding recruitment open? I probably won't have time to address character build until tomorrow.

Dotting. Any chance you could explain why those three classes are problematic? I'm not particularly concerned one way or the other but if it's going to affect my submission (in the sense that I inadvertently put something over the line) I'd like to know.

I prefer my adventurers to be good guys. That said, tieflings are OK, but I'll keep them vanilla.

In my experience, both alchemists and magi have a tendency to go nova and I'm wary of them from a balance perspective in a relatively low-powered game. That said, we had a great alchemist in a former game, so none of those classes is banned. It depends a lot on the player.

And recruitment will be open until Sunday at least.

Scarab Sages

dotting for interest will probably go for a good old fashioned tomb tomb achiving rogue

Dark Archive

Hi. Will submit a character consistent with the theme of the AP :-)

Hello Black Tom,

I'd like to play a dwarf (pahmet) Living Monolith melee character, would you allow that? It would be highly thematic and it's also a class I'm familiar with.

Living Monolith is fine. I can't guarantee a spot right now, but it sounds interesting.

Talin Moonscar:

Talin Moonscar
Asura-spawn tiefling gunslinger (bolt ace) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 9)
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +7
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +3; +2 bonus vs. traps and hazards while underground
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Ranged mwk repeating light crossbow +6 (1d8/19-20)
Special Attacks deeds (gunslinger's dodge, sharp shoot, vigilant loading), grit (3)
Str 11, Dex 18, Con 13, Int 12, Wis 16, Cha 7
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot, Rapid Reload
Traits undead crusader, uskwood hunter (nidal)
Skills Acrobatics +7, Craft (weapons) +5, Fly +7, Knowledge (religion) +6, Perception +7, Stealth +8, Survival +7; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic
SQ crossbow expert, darklands guide, prehensile tail
Other Gear hide shirt, mwk repeating light crossbow, repeating crossbow bolts (20), artisan's tools, bedroll, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, 109 gp, 2 sp, 6 cp
Special Abilities
Crossbow Expert You gain proficiency with all crossbows including exotic crossbows. In addition you gain the feat Rapid Reload for free at first level. This ability replaces Gunsmith.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.

Well, here is the crunch for my Bolt Ace, Undead Hunter

Outstanding! Here's my submission, then.

Lithrac Stonebeard:

Male dwarf (Pahmet) fighter (unbreakable) 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 17 (1d10+7)
Fort +6, Ref +1, Will +4
Defensive Abilities defensive training
Speed 20 ft.
Melee falchion +4 (2d4+4/18-20)
Special Attacks hatred
Str 16, Dex 12, Con 16, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Diehard, Endurance, Iron Will, Toughness
Traits ruthless, sphinx riddler
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-1 against Sphinxes.), Climb +3, Diplomacy -2 (-1 against Sphinxes.), Knowledge (dungeoneering) +5, Linguistics +2, Perception +2 (+4 to notice unusual stonework); Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Sphinx
Other Gear scale mail, falchion, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 41 gp, 1 sp
Special Abilities
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
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.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

The plan is to go for Fighter 5 (maybe with a dip in unchained barbarian), then LM. The gear could use more work, but I've got the basics covered in order to submit the character.

As a Pahmet dwarf, Lithrac is a native of Osirion. Seeking self-perfection, he has ventured to Wati in hope of meeting a Sphinx who could help him achieve his potential.

scratch that, will you allow occultist? I've thinking an archeologist vibe

The occultist is new to me but it looks like it would work. I'm willing to give it a try.

Are all occult classes on the table? One of the two ideas percolating in my head is a pyrokineticist. (The other is an Unchained Monk.)

Very interested. I'm currently looking to do something like this, to make a fighter with a brawler dip, who's also a bit of a sorcerer, effectively.

Maybe not. A divine caster of nethys could also be interested.

I think a pyrokineticist could work (I'm going to have to get that book). It looks a little one-sided to me but I'm always interested in learning about new classes.

Pathfinder Adventure Subscriber

HI BT Welcome back. Let me give it some thought and see what I come up with. Thinking about a Dwarven Trapfinding expert Rogue of some sort. I'll fire up Hero Lab.

Grand Lodge

Interested, I have an Elven Alchemist (chirurgeon)

Who I would like to play in this.

Gm wants to avoid Alch. Summ. And Magus

Dark Archive


Vanara, Monk(flowing monk-ultimate combat). that's my idea. Vanara is an uncommon race, so I'm just making sure you'll allow it. :)

Black Tom wrote:
Living Monolith is fine. I can't guarantee a spot right now, but it sounds interesting.

I would like to throw Hoss'r Stonekind (Oread Phalanx Fighter) in the ring for submission. He was made for a previous group but didn't get picked. I will re-build him ASAP.

NOTE: Hoss'r would also be trying for the Living Monolith prestige class, eventually, as well.

Are you okay with an ifrit inquisitor of Sekhmet?

Or an aasimar paladin of Wadjet?

Either of these two characters will do, although they're both dressed in Ancient Egyptian clothing which I thought would be a good way to fit them into a land similar to Ancient Egypt.

Subbmiting Trevor, former majordomo for a noble who lost his fortune and was let go. He is an alchemist, but being the Crypt Breaker archetype means his effectiveness drops off against non constructs/undead so no doubt others will have the chance to shine.

Grand Lodge

would you be willing to use the Background skills?

Leezza is a Keleshite Swashbuckler who will focus on dirty tricks and disabling opponents. She is wanna-be skill monkey who has trap finding abilities. She will take a dip one level into sorcerer to add some fun options to her repertoire.

Crunchy Stuff:
Female human (Keleshite) swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human)
Init +3; Senses Perception +5
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +1
Speed 30 ft.
Melee rapier +5 (1d6+3/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Traits magical knack, trap finder
Skills Acrobatics +7, Bluff +6, Diplomacy +6, Disable Device +8, Knowledge (local) +6, Linguistics +3, Perception +5, Use Magic Device +3
Languages Ancient Osiriani, Common, Kelish, Orc, Osiriani
SQ inspired panache
Combat Gear
acid (2), alchemist's fire, oil (5); Other Gear leather armor, rapier, backpack, bandolier[UE], bedroll, belt pouch, candle (2), chalk, flint and steel, hammer, hemp rope (50 ft.), hooded lantern, mess kit[UE], piton (4), pot, sack (2), soap, thieves' tools, tindertwig (4), torch (2), trail rations (5), waterskin, weapon cord[APG], whetstone, 21 gp, 4 sp, 8 cp
Special Abilities
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Feat Progression
1: Fencing Grace
1: (H) Combat Reflexes
1: (B) Weapon Focus: Rapier
1: (B) Weapon Finesse: Rapier only

Grand Lodge

here is the alias for the vanara monk... I'll start tweaking stats

starting gold: 1d6 ⇒ 4X10= 40 gp

This is my submission. I used average starting gold.

I would like to take the spirit guide archetype, is this fine? The only thing affected right now is class skills.

I have two thoughts for characters.

First: Tiefling Paladin, follower of Sarenrae. I ran something like this once before and loved it. Best described as a "Noble Demon" and "All Loving Hero." Willing to give just about anyone a second chance and the first to forgive. Former bad guy who saw the light and now is trying to seek, and grant, redemption.

Crunch: Going to be a bit tricky, Tiefling Pally is a bit sub optimal as far as builds are concerned. One of the Tiefling bloodlines and the Redeemer (typically Half-orc) Paladin archetype might help get up to par. Might multiclass or prestige, gotta feel it out and will be more clear as background comes together.

Quote: "The people may leave me, but I will NEVER leave the people."

Second: Elf Slayer, Lawful Evil. Best described as "Affably Evil" or maybe a "Punch Clock Villain." He's evil more from just being really selfish than being maniacal, though his concern for self extends to his (few) friends and family and he's not trusting. Also, kind of against killing, though that's because he believes killing something ends its usefulness to him rather than any altruistic motive. Other than his friends, everyone else is a tool to be used.

Crunch: Pretty easy by comparison. May dip as a spellcaster but probably straight slayer.

Quote: "I would rather betray the world than be betrayed."

If anyone can identify where and who I ripped those quotes from, they get a prize for their coolness and literary knowledge.

Count me interested. I've had this idea since my last app for this AP that I've been wanting to tweak and put back into play.

Re-introducing Kiirok Sandstrider, kobold rogue (snare setter archetype) and aspiring trap master. Basically, a rogue who actually WANTS to see deadly traps in action to study them and improve his own craft.

Dark Archive

Here's my submission: half-Orc archivist bard with a plan to multiclass into tome eater occultist (with your approval). He's a scholarly type out on sabbatical trying to expand his knowledge and pick up some stories to spice up his rather dry lectures.

Grand Lodge

here is Mon's stuff...

Fort:3 Refl:5 Will:3

racial traits:
Vanara: Vanaras are humanoids with the vanara subtype.

Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Vanaras have a base speed of 30 feet and a Climb speed of 20 feet.

Low-Light Vision: A vanara can see twice as far as a human in dim light.

Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.

Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

Class traits:

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Bonus Feat: A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available: Acrobatic Steps, Bodyguard, Improved Disarm, Improved Feint, Ki Throw, Mobility, Second Chance, and Sidestep. At 10th level, the following feats are added: In Harm's Way, Repositioning Strike, Snatch Arrows, Spring Attack, and Tripping Strike.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

skills and feats:
appraise (Int),0/1/1
Acrobatics (Dex),2/3/2
Climb (Str),4/1
Craft (Int),
Escape Artist (Dex),2/3
Intimidate (Cha),2/0
Knowledge (history) (Int),
Knowledge (religion) (Int),
Perception (Wis),
Perform (dance)(Cha),4/0
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),
Stealth (Dex),4/3/2
Swim (Str),2/1

combat expertise
weapon finesse

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

Air-Touched: You share an affinity with elemental air. You gain DR 1/— against creatures and attacks with the air type.

monk's kit( a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin), flint and steel, Cestus(one for each hand), quarterstaff,(10) shuriken, nine ring broadsword,


unarmed:+4 1d6+1 20/x2

cestsus:+4 1d6+1 19-20/x2

shuriken:+4 1d2+1 20/x2

nine ring broadsword:+2 1d8+1 20/x3

quarterstaff:+2 1d6+1/1d6+0 20/x2


Mon was raised in the treetop homes of an elven village. Her real parents had died in a dragon hunting raid when she was only 5 years old. she doesn't remember mush of the experience, but her arms are covered in burn scars from the acid of the green dragons. few survived the attack. those who did ought help from a near by elven village. they took the vanaras in, and Mon was put into the care of an elven Monk who wanted the experience of raising a child, even one of a different race.
from the age of 9, Mon was taught the discipline and skills of a monk from her adopted mother. by the age of 15, she was skilled in the use of several weapons, as well as martial arts. The flowing, dance-like fighting style of her adopted mother accented her own personality. she found it fun to be able to dance with her enemies.
when she turned 18, Mon left her elven home and sought to find adventure. She found a place in the markets, finding rare artifacts and selling them to some of her trusted brokers.
one such merchant was the one who actually suggested they go to Wati. Mon was reluctant at first, but her sense of adventure got to her before the merchant could even try to convince her.

unknown to her, Mon has some connections to an air elemental, she may have been a sorcerer if she had ever unlocked her powers.

Mon has white fur, and the hair on her head is cut to shoulder length. she keeps it tied up in a bun using a golden clasp. spots of hazelnut fur line her back, arms, and legs. she keeps her hands and feet covered in bandages she uses to keep her hands and feet rigid for fighting. the knuckles on the bandages are often covered in bloodstains or dirt. she wears light clothing and carries several weapons. She wears a set of loose pants and some cloth wraps around her chest, although she isn't very modest.
Mon is playful and enjoys dancing and playing. unlike most monks, she finds time to be herself between the intense training and regulations. she does her best to keep in good spirits, and always has something positive to say about every situation. she loves talking, and will often prattle on forever if you let her.

okay then... just waiting.

Hey BT, glad to have you back! I am thinking some kind of monk maybe. I will play with the numbers and post a concept.

Pathfinder Adventure Subscriber

Here is Luuther... Dwarven Rogue, and devotee of Calistria.



Male dwarf rogue (unchained, sanctified rogue) 1 (Pathfinder RPG Ultimate Combat 73, Pathfinder Unchained 20)
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 natural)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +0
Defensive Abilities defensive training; SR 6, magic resistant
Speed 20 ft.
Melee dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20) or
. . shortspear +1 (1d6+1) or
. . warhammer +1 (1d8+1/×3)
Ranged shortbow +3 (1d6/×3)
Special Attacks hatred, sneak attack (unchained) +1d6
Str 13, Dex 17, Con 13, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Ironhide[APG], Weapon Finesse
Traits grounded, trap finder
Skills Acrobatics +7 (+3 to jump, +9 on balance-related checks), Appraise +6 (+8 to assess nonmagical metals or gemstones), Climb +5, Disable Device +9, Escape Artist +7, Knowledge (dungeoneering) +6, Perception +4 (+6 to notice unusual stonework), Profession (miner) +4, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Undercommon
SQ trapfinding +1
Other Gear lamellar cuirass[UC], dagger, dagger, shortbow, shortspear, warhammer, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone, 48 gp, 1 sp, 6 cp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (6) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Greetings Tom - I will be offering up a Cleric of Pharasma for your consideration. I will try and pull together something for you to take a look at when I get home from work tonight :)

Radiant Oath

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

I am SO intrigued! I'll get the Investigator I've had lingering in the back of my mind for this AP ready: Dame Corauni Graydon, come all the way from Ustalav to learn about Osirion first hand! Be right back!

Just a short update: I'm waiting to hear more from JAF0, Radavel, Lucendar and Pixie Rogue, since I promised preferential treatment to earlier players. If any of you have an alias that I didn't recognize, please let me know.

scranford: Welcome. Luuther is in, but I'll need to check him out a little more. Let's get back to that later.

Dark Archive

Will go with a paladin. gonna type it in when i get home later.

Pathfinder Roleplaying Game Superscriber

Haven't finalized my character yet, but I'm working on an investigator with plans to switch to wizard at 2nd lvl and stick with that class from then on... if that's okay... will have something ready by this afternoon or evening. That will give the party a dedicated arcane caster.

Pathfinder Adventure Subscriber

Thanks BT. Looking forward to gaming with you again. I'll get the profile up tonight, and make any corrections needed. Thinking about dipping for a level or two into Oracle when the time comes, more for character realism than for any mechanical benefits, but I'll see how things develop.

Grand Lodge

Im dropping out, Have FUN ;)

Dark Archive

Duriel's Background


Born in godless Rahadoum, Duriel was the evidence of the existence of a gods. And though to many in that forsaken place he was an abomination, the State's heavy hand must conform with the forms required by the law. And they waited.

Upon his age of majority, Duriel was brought before the courts upon some trumped up charge and he was sentenced to death. Praying for intercession, Duriel called out to "Damerrich." But his help did not arrive soon enough and Duriel was hanged.

On the third day, Damerrich's intercession arrived and Duriel rose from the pauper's graveyard where he lay and he settled accounts with the corrupt judge. His actions finding favor in the eyes of empyreal lord Damerrich and Duriel was given the mantle of paladin.

Duriel's morbid fascination with death and Damerrich's teaching led him to Wati there to explore the tombs of its famous necropolis and there perhaps to find some measure of peace.

Gonna get some sleep first before finalizing the stats.

I may be a little late, but no party is truly complete without a barbarian, right?

Khenamun has lived a life that would be very familiar to his ancestors. He wanders across the trackless desert, tending to his small flock, watching over his family, and raiding the occasional trading party. He even worships the same gods that have been known in Osirion for these last eight thousand years.

With his children grown and off on their own and his wife dead, Khenamun has been feeling somewhat lost for the last few years. The announcement of the opening of the ancient tombs has given him a new purpose: to form a deeper a more meaningful connection to his heritage. If it also offers a chance to make some money shepherding studious outsiders through local dangers, well, that's nice too.

Appearance and Personality:
Khenamun is tall and lean. All of his excess flesh has been carved away by the desert winds. The sun has baked his skin ever darker over the years, etching lines deep into his face. The most noticeable of these are the smile marks around the corner of his eyes. Like many desert nomads, Khenamun is friendly and gregarious during the rare opportunities that he has to interact with new people.

Human (Garundi) barbarian (primal hunter) 1
CG Medium humanoid (human)
Init +4; Senses Perception +5
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +1; +2 racial bonus vs. hot climate, +2 racial bonus vs. poison or distraction abilities of swarms
Speed 30 ft.
Melee club +5 (1d6+4)
Ranged longbow +3 (1d8/×3)
Special Attacks rage (6 rounds/day)
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Exceptional Pull, Point-Blank Shot, Precise Shot
Traits devotee of the old gods, reactionary
Skills Intimidate +3, Knowledge (nature) +4, Perception +5, Survival +5
Languages Common, Osiriani
SQ focused rage, heart of the sun
Other Gear studded leather, arrows (20), club, longbow (+2 Str), 4 gp
Special Abilities
Focused Rage (Ex) You can use Stealth while raging, but lose bonus to Will saves.
Heart of the Sun +2 save vs. hot climate & 1 step less severe, +2 vs. poison/distraction abilities of swarms/vermin.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.

This is ScKnightHero1 here and this is my aasimar paladin of Wadjet here! I still got to do her background but she's almost ready to go. I'll doublecheck things sometime tonight.

Hoss'r is updated with the basics. Let me know if you have a question.

Here is the crunch (will work on background):


Haydar Muzzafar
Versatile human monk (qinggong monk, weapon adept) 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
hp 10 (1d8+2)
Fort +5, Ref +4, Will +6
Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20) or
temple sword flurry of blows +2/+2 (1d8+3/19-20) or
unarmed strike +3 (1d6+3) or
unarmed strike flurry of blows +2/+2 (1d6+3)
Special Attacks flurry of blows
Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +3; CMD 20
Feats Dodge, Great Fortitude, Improved Unarmed Strike, Perfect Strike
Traits martial manuscript (+2 confirmation rolls), undead crusader (+1 damage vs. undead)
Skills Acrobatics +6, Knowledge (religion) +5, Perception +8, Sense Motive +8
Languages Common
SQ versatile human
Other Gear monk’s outfit, temple sword, belt pouch, waterskin, 3 gp
Special Abilities
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Here is my character, BT... (this is JAF0) Still have to finish skills, and write up her background, but she's mostly ready to go...

Orcnextdoor: Do you have any stats for that occultist? Would be interesting to see where you are going with that.

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