Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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Hello. I am interested in playing Mummy's Mask too, since my first pbp I was in was MM. But it ended soon after it began. So I hope I can enjoy the story.

This is the character that I plan on bringing in to the campaign, an Ifrit Swashbuckler. She is built and ready to go. All of her info is in her profile.

Liberty's Edge

Count me interested. I'm thinking an Warpriest (Cult Leader) of Bastet (I did a quick scan of the previous entries, and I don't *think* I'm stepping directly on anyone's toes with that?). Additionally, assuming you're allowing VMC, I'd likely go Rogue with that.


This is SCKnightHero1 again. Because of a storm brewing I didn't get a chance to work on my aasimar paladin of Wadjet, but I do have this ifrit inquisitor of Sekhmet. I just have to readjust her stats and traits a bit but she's ready to go!


Hi there - Presenting Inmir, Priest of Pharasma for your consideration.


Archpaladin Zousha, here! I've completed most of Corauni's statistics. If anything's off about my math, please correct me. I will complete her background and description tomorrow.


I haven't quite gotten around to it just yet, I was having a conflict of inerest between a bolt ace or the occultist, but I'm still leaning to the occultist as it seems to fit better.


Statistics:
Male Elf Occultist 1
LN Medium Humanoid (Elf)
Age: 35
FCB: +1 hp (rest will be put into +1/2 mental focus)
Init +4; Senses Perception +7
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DEFENSE
------------------------------
AC: 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0 shield,+0 NA,+0 Magic)
hp: 10{+1d8,+1Con}
Fort: +3, {+2Base,+1Con}
Ref: +3(4), {+0Base,+3(4)Dex}
Will: +3,{+2Base,+1Wis}+2 vs enchantments,
Immunity: Sleep effects
CMD: 16
------------------------------
OFFENSE
------------------------------
Speed: 30ft.
CMB +2
Base Atk: +0
Melee:+{+0Base,+0Str}
Ranged:+{+0Base,+4Dex}

--Melee:
Elven Curved Blade: +4(+5)
Damage: 1d10+4 (18-20x2)

--Ranged:
Longbow: +3(+4)
Damage: 1d8

------------------------------
STATISTICS
------------------------------
Str: 14, Dex: 16(18), Con: 12, Int: 17, Wis: 12, Cha: 08

------------------------
Traits: Ancestral weapons (Signature moves, reflavored to be his fathers blade, while his father was well known Caldir isn't even an adult among his people), Trap finder
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Drawbacks:
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Alternate Race Traits: Envoy, Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
------------------

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Feats:
1- Weapon finesse

----------------

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Skills (7 points; 4 class, 3 INT)
-----------
Acrobatics: 1
Appraise: 1
Perception: 1
Stealth: 1
Sleight of Hand: 1
Sense Motive: 1
Diplomacy: 1
Climb:1

Background Skills 2/level (1)
Know. History: 1
Know. Engineering: 1

ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elvish, Draconic, Teran, Infernal

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Implements: Transmutation(blade), Divination(Book)

Physical Enhancement (Su)

The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Base Focus Power: All occultists who learn to use transmutation implements gain the following focus power.

Legacy Weapon (Su):

As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Third Eye (Su):

The implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Base Focus Power: All occultists who learn to use divination implements gain the following focus power.

Sudden Insight (Sp):

As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before

You roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.

Spells:

Spells per day: 1st/3

Spells known:
0th:
Mage Hand
Detect Magic

1st:
Lead blades
Comprehended languages

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: chainshirt, MWK Elven Curved Blade

Misc Gear: Backpack, Bedroll, 200ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)

Magic Items:

Magic consumables:

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

The idea is he is an archaeologist of sorts. He is fascinated by the history of items and the stories that they tell. Ancient artifacts are his "drug" in a way(magical or non-magical).

It started when his father passed his blade down to Caldir. Caldir had never been more than "ok" with a blade in his life. However when he held that blade he could almost feel the experience and history too it, like an invisible hand guiding his movements. Since then he seeks out items with great histories or experiences, and what better opportunity could present itself save the reopening of these long forgotten tombs...

just a rough outline of the character before I head to bed, just to let you get a feel.

Howdy folks, Caldir, but you can call me Cal


fluff:

Fluffiness:
Megildur and his parents travelled all over the central Inner Sea area, Megildur’s father was a healer of some renown. Megildur picked up the trade quickly seeing the value in being able to heal others; his mother taught him of plants all around him. He grew up quickly as his parents never really settled down and Megildur never had a normal childhood. His Father took ill one late summer, nothing that Megildur could do would help his father and his mother told him that only the great healers of their Elven City. Megildur begged his mother to allow him to take up what his parents did, even telling his parents to take their cart and horses with her and he would make it on his own. That day Megildur travelled to Taldor to learn of their healing ways there.

Step 1: he is tall and lean, very thin even for Elven standards. His hair is of a dark root green; he wields a long sword on his hip but never draws it. He loves plants, he uses them for his extracts and such but never abuses them in the way those who poison others for money would. He uses his extracts mainly for protecting and healing those in need.
Step 2: Character Goal – Megildur wants to become a master surgeon, helping those the churches won’t because they don’t have the coin. I want him to be able to heal like a cleric, speak like a bard and fight like a master at arms when needed. I don’t want him to become a 1 dimensional combat machine.
Step 3: Megildur knows that the sickness that his father came down with had something to do an old Witch or hag. Megildur does not know that his Mother and Father once crossed with Baba Yaga and his father was cursed.
Step 4: Sols Yantel – Human Alchemist who taught Megildur how to brew potion and use them to benefit all. Seara Halmer – Human Fighter, Travelled with Megildur and his family for 10 year while she grew up and learned to fend for herself. Halrik Kaiman – Half Orc Shaman, upset with Megildur and his parents because his skills at healing and Alchemy were always less than adequate.
Step 5: He is always fixing his hair; from an early experiment Megildur’s hair has a mind of its own and never does what he attempts to do with it. His long sword is always belted to his hip, he never has need to draw it and hates to do so. Never liked horses, his parents kept 2 but he always steered clear of them when they were awake.

His character sheet is in the profile

Presenting Megildur the Alchemist

Dark Archive

Duriel stats

Spoiler:

Male Aasimar (Angelkin) Paladin of Damerrich 1 [tempered champion]
LG Medium outsider (native)
Init +2; Senses Perception +2; darkvision (up to 60 ft.); detect evil at will

Defense
AC 17 Flatfooted 15 Touch 12
hp 12
Fort +4, Ref +2, Will +2
Resistances acid 5, cold 5, electricity 5

Offense
Speed 30 ft. (20 ft. in armor)
Melee greataxe +5 (1d12+6, x3)
Ranged heavy crossbow +2 (1d10, 19-20)
Special Attack smite evil 1/day (+3 to attack; + paladin level to damage)

Stats
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16
BAB +1; CMB +5; CMD 16
Feats Alertness
Skills Heal +2, Knowledge (planes) +2, Knowledge (religion) +4, Perception +2, Sense Motive +6
Traits Honorable Champion, Resurrected
Languages Common, Celestial
Gear
Backpack, Bedroll, 200ft silk rope, grappling hook, Caltops(5), waterskin (2), flint and steel, rations (10)
Greataxe
Heavy Crossbow with a quiver of 10 arrows
Scale Mail

Background was posted in my earlier post.


Tariq Yousif Abood, Desert Warrior at your service:
Tariq Yousif Abood
Male human ranger 1
CG Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+2/19-20) or
heavy blade scabbard +3 (1d6+2) or
kindjal +4 (1d6+2/19-20) or
shamshir +4 (1d8+2/19-20) or
shamshir combat scabbard +3 (1d6+2)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (humans +2)
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Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Exotic Weapon Proficiency (aldori dueling sword), Weapon Finesse
Traits narrows survivor, trap finder
Skills Climb +4, Disable Device +6, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +5, Sense Motive +6, Stealth +5, Survival +5
Languages Common, Osiriani
SQ track +1, wild empathy +1
Combat Gear caltrops; Other Gear lamellar (leather) armor[UC], cestus[APG], heavy blade scabbard, kindjal[UC], shamshir[ISWG], shamshir combat scabbard, shortbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 23 gp
--------------------
Special Abilities
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Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Tariq's fluff:
Tariq - 10 minute Background:
-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1. Tariq is based off of desert tribesman I saw IR in the sands of the Middle East. He will follow some of the desert traditions and use traditional weapons and combat styles.

2. He is not a huge man, but very strong and compact for his 5' 11" 185 lb frame. His hair is long, perfumed and oiled, but kept safe from the sun and sand under his head coverings.

3. In his youth he was subjected to the squalor of the narrow streets of the city. He learned to survive through his strength, will and a healthy suspicion helped keep him alive.

4. Another thing he learned was to avoid the traps of the necropolis. Tomb robbing is a lucrative business. Young urchin boys are often rounded up and forced to pilfer. It was no different for Tariq, however being exposed to the ancient wonders stimulated and inspired Tariq's mind. He learned the mechanics of the traps to disable and survive, but the seed was planted for him to return one day to seek out the wonders and artifacts for his own desire.

5. Tariq met a follower of the Dawnflower who showed him kindness. Once trust had been established the boy was thirsty for the stories and teaching of Sarenrae. She had a profound effect on him.

6. Though he can be pragmatic and stern, Tariq is loyal, seeks friendship and has a soft spot for the children coming up as he did. He will champion causes others might avoid.

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. To find a loyal band of friends and seek his fortune.

2. As a player I am interested to see where the game pushes Tariq. Maybe multi class to include levels of rogue, barbarian or cleric---or maybe simply ranger. I want to let his companions and the story dictate his path.

-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. Tariq has been into the necropolis before as a child, sent as a thief. Now as an adult he understands the crime and disrespect for the dead he was forced to perform.

2. The benefactor who changed his life course did not find him by accident. Sarenrae has an interest in the spark she saw in a young street urchin.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

1. The downtrodden of society, especially the small children whom Tariq often has a piece of fruit or a piece of bread for.

2. Someone at the Temple of the Dawnflower.

3. Evil men profit off of poverty, Tariq's tendency to cater to the underclass has hurt someone's Ill-gotten gains.

-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Tariq likes to smoke from a long stemmed pipe to relax.

2. He has a taste for honey especially in his tea.

3. His hands often rest on his sword pommels.

4. When thinking his left had often strays towards his beard.

Please ask questions DM Tom. I am an "in for the long haul player". I have never abandoned a game. I tend to me more old school and. I know DM Camris and I think we crossed paths in a pbp several years ago?

The Shamshir is like a long curved scimitar which depends on slashing and whirling maneuvers. It is like an Aldori Sword.

A Kindjal is a thick bladed weapon for slashing and piercing. It also has a traditional importance a bit like a wakisashi for when it is appropriate to use. It is often heavily decorated.

I have pictures I can send of the weapons.


Throwing my hat in the ring, Bjoern Ghostbear, Ulfen Slayer, here to help his chelish love.


Corauni's background is now complete, reproduced here for easy reading!

Background:
The only daughter of Margrave Cilas Graydon, Corauni never saw her family's holdings of Sturnidae, her father having fled to Lozeri to escape the wrath of the tyrannical Count Neska of Barstoi. It was in Lozeri that Cilas met his wife, Talabretha, more for her dowry and a desire that the Graydon line not end with him. Even after Corauni was born, her parents never really stayed together often, Lord Cilas travelling between Lozeri's numerous hunting lodges, while Talabretha lounged in her Cortaud apartment stuffing her face with exotic treats. Corauni spent most of her early life with tutors and servants than with her family. These tutors sparked a love of learning that quickly became her defining virtue.

When Corauni was about 15, her mother tragically died of a heart attack, and when Lord Graydon returned for her funeral, he was stunned at how clever his daughter truly was, and how neglectful he'd been, both of her and her mother. He swore to make it up to Corauni, and paid to send her to the prestigious Lepidstadt University in neighboring Vieland. Though now they were separated again, Cilas made it a point to correspond with his daughter through regular letters. Bolstered by her father's trust, Corauni eagerly learned everything she could get her hands on, mastering the basics of alchemy and the natural sciences, nearly memorizing the history of the Inner Sea and its nations, and becoming an accomplished fencer, earning the prestigious Lepidstat Scar. Tragically, as Corauni came close to graduating at the top of her class, fate decided it had more grief in store for her. Her father's last letter came with another from Ascanor Lodge, where he'd been staying of late, informing her than an evil spirit had murdered her father. Though the monster had been slain by a band of heroes travelling through the area, Corauni was now alone in the world.

Alone at her graduation, Corauni was uncertain of what to make of her new life as the head of the Graydon family. She pondered what direction her life might take, as she had an education but no way to apply it, power and no clue what to do with it, until one of her professors came to her with an interesting offer. Unbeknownst to Corauni and even to his wife, Lord Cilas had been a member of the Esoteric Order of the Palatine Eye, and now Corauni was being offered a place in the mysterious organization as well. Her professor dared suggest she may even make a better member than her father, who seemed to have lost his drive after his exile. At first, Corauni was thrilled that this ancient secret society considered someone as young as her an equal, but as she began to attend meetings, she couldn't help but feel disappointed by it. It started with a few mispronounced words in the Ancient Osiriani tongue, and then a rite that didn't match any she'd read about. She began to feel that members of the Order had just appropriated mysticism and trappings of Osiriani culture without understanding its purpose or meaning, an opinion that earned her few friends among the other Order members.

But their scorn sparked an idea in Corauni. The Order's origins lay in mysterious artifacts that had been brought to Ustalav from Osirion, so perhaps going there would shed light on the Order's murky past, bringing clarity to its rites and understanding to its members. Spending every last bit of her inherited fortune, Corauni kitted herself out for adventure and set sail from Caliphas, travelling down Lake Encarthan towards the Inner Sea and from there to Absalom and then to Sothis. Corauni was amazed by the grand capital of Osirion, and how much history lay in its walls and streets, more than even the oldest Ustalavic cities could boast. She began seeking like-minded colleagues to mount an expedition into some of Osirion's more mystical ruins, a search which led her south, down the River Sphinx, to Wati...

Personality:
Confident; In Corauni's mind, the key to success and survival is preparation. She strives to be as prepared as she can, and this makes her feel that there's no challenge she doesn't have the tools to solve.

Inquiring; Corauni is always questioning and analyzing what she comes across, believing the search for truth does not dispel the wonder of the world but enhances it. She has little patience for those who are content with a simple answer when they could have the RIGHT answer.

Loyal; The Graydon family was famous for producing knights of unbending loyalty, almost to a fault, and Corauni is no different. Though in a foreign land, with no prince to bow to, she will never let those who depend on her down while she draws breath.

Concieted; Corauni can sometimes come off as condescending or rude due to her upbringing as the last scion of a noble house. Her virtue comes more from a sense of noblesse oblige than a genuine desire to help others, and she genuinely believes that she knows best. She also insists on wearing dark clothing that just isn't practical for Osirion's hot climate to make a fashion statement.

Pious; Despite being a woman of science and reason, Corauni maintains a strong faith in Pharasma, despising the undead just as much as any Ustalav. She also sees it as a connection between the world she's come from to the world she's exploring, as she's aware of the Garundi origins of Pharasma's faith.

Description:
Ht: 5'6"
Wt: 150 lbs.
Age: 23
Hair: Black
Eyes: Violet
Skin: Pale, which burns easily

Corauni cultivates the look of the Gothic Varisian beauty, with pale skin and rich clothing in blacks and dark purples, which she refuses to exchange for more comfortable, lighter clothing in Osirion's sweltering heat. Her build is curvy, a well-toned physique hidden behind the plumpness that comes with a noble's idle life. Her backpack, stuffed with adventuring gear and reagents, almost looks out of place compared with the rest of her elegant ensemble. In addition to a parasol, she sports a wide-brimmed hat to keep the sun off her, as she sunburns easily. She always seems to have her nose turned slightly up, as if she's subtly looking down on the world, though she'll blush and attempt to stop if it's called to her attention.


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Welcome Duriel; you're in.

I'm afraid I'm (obviously) going to have to disappoint most of the rest of you, but we may well need replacements later.

Lucendar and JAF0, I'd like to see your character concepts. We're still lacking a dedicated arcanist.


Ah well, thanks for the opportunity Tom :)

Good luck with the game...


Black Tom wrote:

Welcome Duriel; you're in.

Yahoo!!!!

I'm in!!!

Edit: So it's scranford (dwarven rogue) and me (aasimar paladin) so far, right?


Right. To be clear, I hope to be able to include Lucendar and JAF0 and two more, based on three criteria: #1 early submissions, #2 what the party needs and #3 what I like.


Pathfinder Adventure Path Subscriber

I'm hoping to submit a wizard (diviner) with lots of knowledge skills. He'll probably be half-elf and I'm considering multiclassing with cleric and taking the mystic Theurge prestige class, but I'm still working on him.


Promotion: Why Bjoern?
He is a Slayer going the Sword and Board road, can dish out good damage while still offering a decent AC.
Also a decent spotter and trap-disabler.
Maybe a bit boisterous, load, but loyal and trustworthy.


BT - This is JAFO - I already posted my character, I guess you just missed it among the others... My plan is to go wizard after one level of investigator...


I might change Luuther just a tiny bit by giving him a high enough prime stat score to take a level of "Oracle". Not really for the mechanics, but I just think it might be kind of cool for the character concept. Maybe destined to serve the god of trickery, but fighting it and trying to make his way in the world otherwise, might make for a cool character concept.


Sorry about that, JAF0, I missed thatn completely. Welcome aboard Fleur!

We need a divine caster too so Inmir, you're in if you're still with us.


awesome, Thanks!!! Is there a link to the game yet?


Accepted:
Fleur = alchemist variant who will go wizard
Inmir = Devine caster
Duriel = paladin
Lucender = monk
Luuther = rogue

Good luck guys. If someone drops please keep me in mind Tom.


I posted a human monk (post 48 on page 1).


So you did. Sorry about that, it got filed as incomplete in my muddled mind.

Welcome Haydar. The discussion thread is now open.

I promised to keep recruitment open until Monday, so I'll wait with filling the sixth spot. Also I want to see if Inmir is still interested.


So...it's over already? Was I too late?


Inmir is ready to bring the word of Pharasma if there is a need for her holy blessing on this enterprise :)


Appropriate Alias


Well, I think everything has become clear now, so I'm going to close recruitment for now and welcome Talin Moonscar as the last member of the party.

Thank you for your interest. I was a little overwhelmed and am sorry to have to disappoint so many of you. As I said, people tend to drop out so feel free to stick around for later. Anyway, thanks again and may you all find games.


Copy that! Have fun and roll 20's.


Congratulations to all those who made it! Good luck guys!

Black Tom, if any of you melee combatants drop out, Lithrac Stonebeard will be ready for your call.


Dot

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