DM-Camris' MUMMY'S MASK Part 1: The Half-Dead City (Inactive)

Game Master Camris

SECTION 3: The Sanctum of the Erudite Eye
The PCs explore an abandoned temple, but rival adventurers contest their claim to the secrets of the ancient tomb.
Map of the above ground explored areas so far.


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Scarab Sages

I'm aware its not well supported - the idea, improved now I've time to think about it, would be that he was on his way to Thuvia looking for lost golem tech and got stuck in Sothis without money. Hearing about the opening in Wati he worked his way downriver hoping to raise funds for his next journey.

Crunch-wise He'll be an unchained rogue who would take master craftsman at some point. I'll try and minimise the magi-tek elements :)


I think I'm going to be a warder or paladin of some flavor. Trying to nail down details in my head.


HP:

Level 1 Paladin 10
Level 2 Paladin 1d10 ⇒ 8
Level 3 Oracle 1d8 ⇒ 2 1d8 ⇒ 8

Short Storytime:

My faith? Well Kurgess doesn't ask too much in the way of pomp. More of a doer than a talker. He became a god by accident you know. Just doing the right thing and apparently impressing Desna and Cayden. Hates traps though, can't say I blame him after the way he died. He's always encouraged us to go out into the world and help people. Suits me, I like to wander. I've always had a bit of that about me. Something new to see, someone new to meet. Just look around! Amazing.

I'm a bit far from home at this point, but it's been interesting. The boat ride over I could have done without, but the little girl needed a guardian and I said I'd see her home. Miss the lass. She's safe now, her aunt is one of those desert nomads, swore up and down she'd kill anyone who hurt her. Fierce, but I knew that after watching the lass. It's in their blood, like the sand. Land makes em that way. Felt a little like home, good people, simple life, death around every rock. Left them a few weeks ago, they showed me a bit about the desert then mentioned Wati. The mother gave me the cloak.

The gate guards nearly turned me back when they saw it. Still, kurgess isn't unknown here, and a bit of talk calmed them right down. One of them is a runner, fast even in his gear. He found a priest, the priest and I talked about this and that, and next thing I know I'm being shown to the quarter. This place is a right circus though.

Kurgess doesn't seem to mind circuses though from what I've seen. Priest told me it's something of a competition. You can be sure that caught my ear coming in the gate. Not that he had many answers for me. Still asked around about it, heard there were some winners and some losers, and more race still to run. Don't much believe in circumstance in my line of work. If I'm here and you're needing help, well, Kurgess has been known to give a lady a nudge. Maybe it's fate.

Maybe I can help you. The name's Rose, as in Thorns, although I don't much fear them.

Appearance:
Pictures worth a thousand word: http://i.imgur.com/Syk7cke.jpg

Rose is tall but built like a marathon runner. All lean lines, harsh features that soften a bit when she smiles. She's arresting, not pretty. Red hair in tight braids with hints of gold, it takes a close inspection to notice the needles threaded through them. She moves with the easy grace of a lifelong athlete, although a closer look notes she's still bothered by some old leg injury. Her gear is serviceable, neatly kept, and embossed with the markings of the deep desert. Her shield is covered, and she keeps a string of necklaces tucked in. Only her symbol of Kurgess tight against her breastplate is clearly visible. She has an easy smile for children, and will stop what she's doing to pay full attention to them if they approach.

Settled on Paladin 2/Oracle 1 (VMC Cleric) - going to do the 2h weapon routine in combat, and the priest of a foreign god outside of it. Took the trapfinding trait, since it seemed in line with Kurgess's general dislike of them. I'm looking at Lawful Good by example as opposed to preachy, because I loathe evangelizing.

Scarab Sages

I'm going to withdraw from this thread, I'm risking spreading myself very thin at this rate. Thanks for taking the time GM.


"Gareth Deepguard, Stonelord Paladin of Torag reporting in for consideration to join yer expridi ... yer expedoti ... to join your group. I've fought untold horrors in the dark recesses under the Five Kings Mountains; horrors that would put the bogeymen you scare yer children with ta shame. Ya need an axe, and I got an axe. Case closed."


Given the large number of Paladins, here is an alternate to Gareth. I didnt have a lot of time to dedicate to him though, and right now he still lacks equipment.

Sirusk is a Nagaji Slayer that will likely stay mostly slayer but may delve into another class along the way, likely something arcane if so.


Alias for Ash's Rose.


Would like to add this late submission. Jarall is a ranger (corpse hunter)/rogue.

Summary:
He is from a Garundi clan that was almost slaughtered in the middle of the desert one ominous night. Those who survived made an oath to cleanse Avistan of the undead.

Jarall has been trained since he was born to fight the dead who walk the sands of Avistan. He has watched how brothers, sister and kin have fallen in battle to the undead. If he were to think of the perfect death it would be sacrificing himself so that another worthy soul could continue the war against these abominations.

Appearance:
Jarall is a thin and wiry individual. He has a dark complexion as is accustomed to the people of Garund. His face is nothing exceptional and he would easily be lost in the crowd if one were to look for him.

He is typically dressed in loose fitting tan robes that have elaborate red, yellow and orange stitching on the cuffs and trims. The stitching on closer examination is actually a visual and verbal account of the oath the Eight Tribes took. He takes great care in maintaining these robes for in his tribe to be given these robes is to mark you as a warrior in the tribe.

HP:

ranger: 1d10 + 1 ⇒ (4) + 1 = 5
rogue: 1d8 + 1 ⇒ (6) + 1 = 7


"Thisz one is ready now. We ask that you accept our servicez."

Short, short background information::

Sirusk revels in the thrill of the hunt and extermination of all evil in all forms. As former slave assassin, Sirusk eventually "earned" his freedom from his harsh masters after an unfortunate "accident" and a faked writ of release from bondage. Now the Nagaji slayer strives to rid Osirion of all manner of evil.

Sirusk's utilizes his stealth and ability to bypass traps and locks to get to targets that most cannot. When working with others, he has no fear in gaining a position to flank and exploit his opponent's vital spots.

Sirusk stands around 6'5" and favors traditional loose-fitting desert garb. His scaled skin fades from light green to tan from back to front. While in common public areas, he prefers to hood is head so that he doesn't stand out more than necessary.

Sirusk typically works alone, but has no trouble fitting into a group with goals aligned to his own. Often light-hearted, Sirusk is typically only passionate in discussion of tactics and infiltration. He is very excited at the prospect of exploring the ruined tombs of Wati, especially if it means killing undead.


And with these candidates, this recruitment is closed to new proposals.

Puq (SnowmanInHell)
Male Human Summoner 1
Reminder; only the Unchained version of the Summoner is allowed.

Abbo Lyrio (adsapiens)
Half-orc (mystic) paladin (iroran paladin) 3

Rosalind Almati Thornbright "Rose" (Ash…)
Female human oracle (spirit guide) 1/paladin 2/cleric*

Gareth Deepguard (justaworm)
(Stonelord) Paladin 3 (ARG)

Sirusk (justaworm)
Male nagaji slayer 3

Jarall Ma-Mel-Aket (Karmic Knight)
Ranger (Corpse Hunter) 2 / Unchained Rogue 1

These are the candidates proposed to join.


Some interesting fits with the remaining 3 members. Looking forward to your picks.


Yep, not a problem. The unchained thing is pretty new to me, but my first skim through I found some good options for the eidolon. Was hoping to have a snake/dragon like eidolon, so was initially worried when I looked through the outsider base forms, but the psychopomp and protean had the serpentine form.


First I would like to thank everyone who expressed interest in our game. I am grateful for the real effort you all made to create a character in order to join and I hope you'll stick with us in the future as we continue to explore the mystery buried in the sand as it unfolds.

====================================================
That said, I would like to invite to our game:

Rosalind Almati Thornbright "Rose" (Ash…)
Female human oracle (spirit guide) 1/paladin 2/cleric*

Sirusk (justaworm)
Male nagaji slayer 3

Congratulations to you all!

Now, recruits complete your builds if you haven't already and report to the Discussion board. We'll see about your game entry there.


This Recruitment is now closed.


Congrats all happy gaming.


RECRUITMENT IS OPEN!

Two or Three slots have opened up in our Mummy’s Mask game; we're looking to recruit!

Our current team is made up of:

Cerastes
Male Human Oracle of Battle 3

Inferris al’Marris
Fem Human (Kelishite) Wizard (Necromancer) 3

Sirusk
Male Nagaji Slayer 3

The players have a little bit of everything now with an arcane caster, a divine caster and a half ranger half rogue.
I will be looking to recruit a full fighterish type, a full rogueish type and one just about anything type.

Situation: The Mummy’s Mask; Book 1, The Half Dead City.
They’ve already been through the first two of the Lottery sites, and have half explored the Sanctum of the Erudite Eye.

Build: is the twenty point buy, two traits, one of them campaign.
Character Level three, 3000 gp to outfit yourself.
To Generate Hit points; Max hp for first level, roll for hitpoints (plus con plus toughness plus whatever), but reroll if you get less than half+1.
Paizo sources only please.
Include just a brief paragraph as to your basic build, personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected.

I'm looking for a fast turnaround, so decision by this Sunday (hopefully).


Ooooh big dot!


Major dot


I would submit an aasimar paladin of Horus named Akhen-Horus.
A big strong man, brown of Osirien origin with a strong hawk like face and keen eyes.
He will be using mainly a big twohanded weapon or rarely a bow.
Quite tanky with decent saves to hold the line.
Personalitywise is he charismatic, a bit stern. A more lawful than good character believing in the old laws.
Picture

Grand Lodge

Dot.


I am preparing an Alchemist (Crypt Breaker) inspired by Evelyn O'Connell from The Mummy. She will fill much of the utility of a rogue (trap finding, disable device, sleight of hand) with the extra goodies of an alchemist.

Rolling hitpoints...

Level 2: 1d8 ⇒ 8
Level 3: 1d8 ⇒ 1
Level 3 reroll: 1d8 ⇒ 6


I’m submitting Shai-nefer Nimr, a Female Human Alchemist (Crypt-Breaker).

Background, Appearance, Party Role:
Shai’s father was a well-known scientist, philosopher, and writer whose hard secularism did not mesh well with the mysticism of Osirion’s academic communities. As a result, he moved his wife and daughter to Ustalav, where he accepted a tenured position at the University of Lepidstadt, teaching epistemology and secular ethics. Shai’s mother, an historian and writer with a penchant for the arts, founded a public school for the needy, and still serves as headmistress. Shai was thus raised to value education and learning, and has taken after both her parents in her scholastic pursuits. From her father, she grew to relish the hard sciences, and from her mother, a special fondness for languages, especially those found in their homeland. Shai studied alchemy at the University of Lepidstadt with a minor in language. She also gained a penchant for lock-picking, which began as a teenager when trying to break into the liquor cabinet. This talent she has tried to keep a secret. For years she has begged her parents for an opportunity to visit and explore the nation of her birth, Osirion, and now, following her graduation and the proclamation of the Ruby Prince, they have agreed.

Shai exemplifies the Osiriani woman, with olive skin and dark hair but, having spent most of her life in Lepidstadt, considers herself a foreigner to these lands. She is affable, polite when she ought to be, but with a true adventurous streak that can sometimes get her into trouble. Her language skills have been a boon to her, allowing her to pass for a native in most instances and avoid the scrutiny that is often applied toward foreigners.

Shai will serve as a rogue-type character, with Trap-Finding, Disable Device, and Sleight of Hand, but also brings an alchemist’s utility with bombs, a mutagen, and the infusion discovery to share her extracts.


Stats:

Shai-nefer Nimr
Female Human (Keleshite) Alchemist (Crypt Breaker) 3
CG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (3d8+3)
Fort +5, Ref +7, Will +2; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . longspear +2 (1d8/×3) or
. . quarterstaff +2 (1d6)
Ranged bomb +6 (2d6+4 fire) or
. . mwk light crossbow +6 (1d8/19-20) or
. . sling +5 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks alkahest bomb 7/day (2d8 or 2d4 +4 acid, DC 15)
Alchemist (Crypt Breaker) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds, heightened awareness[ACG], shield, true strike
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Extra Discovery (Mutagen), Point-Blank Shot, Precise Shot, Throw Anything
Traits pragmatic activator, trap finder
Skills
Appraise +10
Climb +1
Disable Device +13
Fly +9
Heal +6
Knowledge (arcana) +10
Knowledge (nature) +10
Linguistics +5
Perception +6
Sleight of Hand +9
Spellcraft +10
Survival +6
Swim +1
Use Magic Device +10
Languages Common, Kelish, Osiriani, Osiriani (ancient), Shoanti, Thassilonian, Vudrani
SQ alchemy (alchemy crafting +3), crypt breaker's draught, mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, swift alchemy, trapfinding +1
Alchemical Discoveries
Infusion
Mutagen
Combat Gear alchemist's fire (2), holy weapon balm[ACG]
Other Gear +1 studded leather, blunted bolts (10), crossbow bolts (10), dagger, longspear, mwk light crossbow, quarterstaff, sling, cloak of resistance +1, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 27 pp, 1 gp
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bombs 2d8 or 2d4 +4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage. A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of force * acid damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Helikons submission here and still WIP
Rolling Hitpoints Level2: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Rolling Hitpoints Level2reroll: 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Rolling Hitpoints Level3: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Rolling Hitpoints Level3reroll: 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9


I would like to submit Nimaethep for consideration.

Build, personality, appearance, fit:

My build is monk +1 -> rogue +3 -> monk +3 -> rogue to the end. Both classes unchained.

Nimathep came from a troubled past as a tomb robber. It was the priests of the old Osirian gods who taught her discipline and self control. During this time her growing interest in Osirion's past allowed the priests to direct her tomb robbing talents to more archaeological ends rather than purely for profit.

She is calm, self assured and patient, tending towards a more pacifistic outlook preferring to avoid conflict, but understands that violence is an unfortunate necessity, especially when the undead are involved.

Tawny fur and green eyes typical of her family. Her clothing is simple and tends to a style influenced by ancient Osirion fashions.

Out of combat she brings trap finding with the trap spotting rogue trait which can double her chances of finding traps and trap disabling skills. If the group is so inclined she is also an able scout with good stealth skills.

In combat she is an adept flanker taking advantage of the monk's flurry and ki pool to multiply the rogue's sneak attacks and complimenting the group's slayer. Next rogue level will add dex to damage improving her damage in situations where she can't sneak attack.

With mage armour from a friendly caster or her wand her AC will start at 19ish and through Ibis (crane) style she can boost that to 23 without losing much in the way of offence giving her some staying power. Mobility allows her to draw out AoO's as she moves to flank which enables other members to maneuver more freely.


Level 2: 1d10 ⇒ 9
Level 3: 1d10 ⇒ 8


For consideration: Gailen Marrel

Abbreviated Background:
A citizen of Ustalav by birth, Gailen was raised on stories of his fore-bearers from the southern Osirian city of Wati. All kinds of tall tails about how his ancestors were descended from a line of the Pharaoh kings of the old regime. Despite his mother's side being much darker complected he assumed it was a joke. After a fallout with a previous employer back home he left for Osirian as part of a mercenary company. Only recently has he come to believe there might be something to those tall tails now that he's arrived in the city and begun exploring the sealed tombs. Mostly because the language of his grandfather seems to be that of an ancient local dialect.

Characterization:
Darker skinned than most citizens of Ustalav, he's pale by Osirian standards. Wide framed he's a tall strong man who blends into the background of common foreign sellswords in Wati. Use to being larger and taller than everyone else he's somewhat more gentle by nature, but not when he's defending allies. In battle he's been known to be brutal for the sake of others.

Build and Role:
Basic sword swinger. I even opted for a Bastard sword just to not be a munchkin. His progression will have him specializing in adapting to the battlefield and shutting down bad guys before they can get the upper hand. I plan to take Barroom Brawler and have some feat flexibility to shore up loose ends. But I'm flexible to build around the group if they need something else (like a full-fledged battle turtle or something).

At level 10 (if I live) I'll take Quick Study and be able to swap feats around with other players to be able to take advantage of different mechanics. I MIGHT dip into Chevalier depending on how things go in character. I'm a bit of an RP junky when it comes to character choices.

crunch:
Gailen 'Crow's Bane' Merrel
Male Human Fighter 3
NG Medium humanoid (human)
Init +2; Senses: Perception +6
--------------------
Defense
--------------------
AC 19, Touch 13, Flat-footed 17
hp 33 (3d10+6)
Fort +4, Ref +3, Will +2
Defensive Abilities:
+1 to saves vs Fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee Attack Block:
Bastard Sword (Two-Handed) +6 (1d10+1d6+4/19-20x2)
w/Power Attack +5 (1d10+1d6+7/19-20x2)
Special Attacks:
+2 Attack and Damage vs Undead
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats:[b]
Fast Learner (1st), Combat Stamina (Human), Power Attack (Fighter 1), Dedicated Adversary [Undead] (Fighter 2), Cosmopolitan [Languages: Dwarven, Osiriani. Skills: Perception, Knowledge Local] (3rd)
[b]Traits:

Defender of the Society: +1 AC when wearing medium or heavy armor

Blood of Pharaohs: +1 Trait bonus to will saves and Knowledge Nobility. Nobility is now class skill.

Skills:
Climb: 8, Craft (Int), Handle Animal (Cha), Intimidate: 5, Knowledge (dungeoneering): 5, Knowledge (engineering) (Int): 5, Knowledge (local): 5, Knowledge (nobility): 6, Perception: 6, Profession (Wis), Ride (Dex), Survival: 6, and Swim (Str).
Languages: Common, Dwarven, Osiriani, Ancient Osiriani
Gear:
Frost/Light Bastard Sword (Two Handed Sword) 1d10 19-20x2, 6lbs (2000 gp)
Dagger x2 (Light One Hand) 1d4 19-20x2, 1lbs each, 10 ft range (4 gold total)
Breastplate +7 AC, +4 Max Dex, -3 ACP, 30lbs (200 gp)
Potions
Cure Light Wounds x3 (150 gp)
Endure Elements x2 (100 gp)
Oils
Magic Weapon x2 (100 gp)
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Remaining Gold: 440.37
--------------------
Special Abilities
--------------------
Bravery: +1 bonus on Will saves against fear, +1 for every four levels beyond 2nd
Armor Training: Reduce ACP by 1, increase Max Dex by 1, can move normal speed in medium armor. Increases by +1 every 4 levels.
--------------------
Favored Class Bonus
--------------------
+3 Hit Points and +3 Skill Points (Fast Learner)


Almost done with the character


A little late to the party, but I'm interested. I'll see if I can get something worked up.


Due to increased time constraints I must withdraw my submission, Shai-nefer. Good luck to all.


HP level 2: 1d8 ⇒ 8
HP level 3: 1d8 ⇒ 1
HP level 3 reroll: 1d8 ⇒ 5


I know this is a lot like Something Wicked's withdrawn submission, but I was already working in this direction when that post came up. Below is Asa Basmerit, also a Crypt-Breaker Alchemist. But with some interesting twists. As always the spell/extract selection and gear can be fine tuned after selection.

Background and Party Roll:

Background and Appearance
Asa Basmerit was born in a small village on the edge of the Osirian desert. Always a curious child, she managed to slip into places that her parents never expected. As she became a young girl, her elemental heritage became clear. Her mother revealed that somewhere down her lineage there had been a Djinni, but none remember exactly when. As her parents grew old she withdrew into her studies. Learning all she could about Alchemy and Ancient Osirion. Her love of secrets started her journeys into the ancient tombs. She worships Bastet and her similar love of secrets.
After her parents death Asa made a pilgrimage to Sothis. There she learned about healing others as well as much more about the ancient temples and cities. She started hiring out to explorers seeking treasure from the ancient tombs. Since then she has continued to refine her alchemical knowledge and expand her knowledge of Ancient Osirion.

Party Roll
Asa is a “full-roguish type” with added offense of bombs and utility of alchemy, extracts, and healing infusions. Eventually she will gain the added utility of curse breaking.

Crunch:

Asa Basmerit
Female sylph alchemist (chirurgeon, crypt breaker, wasteland blightbreaker) 3
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7 (+9 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.)

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 21 (3d8)
Fort +3, Ref +6, Will +2; +2 vs. [air] or [electricity] spells, or electricity damage

Offense
Speed 35 ft.
Melee dagger +3 (1d4+1/19-20) or
. . morningstar +3 (1d8+1)
Ranged bomb +6 (2d6+4 fire) or
. . mwk light crossbow +6 (1d8/19-20)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—feather fall
Alchemist Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—touch injection (healing subschool infusion only)[UC]
Alchemist (Chirurgeon, Crypt Breaker, Wasteland Blightbreaker) Extracts Known (CL 3rd; concentration +7)
. . 1st—ant haul[APG] (DC 15), bomber's eye[APG], comprehend languages, cure light wounds, identify, polypurpose panacea[UM], targeted bomb admixture[UC], true strike
Alchemist (Chirurgeon, Crypt Breaker, Wasteland Blightbreaker) Extracts Prepared (4)(CL 3rd; concentration +7)
. . 1st—ant haul[APG] (DC 15), comprehend languages, cure light wounds, polypurpose panacea[UM]

Statistics
Str 13, Dex 16, Con 10, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Airy Step[ARG], Throw Anything, Tool Optimizer
Traits inquisitive archaeologist, osirionologist (osirion)
SQ +1 skill point (FCB), alchemy (alchemy crafting +3), breeze-kissed[ARG], crypt breaker's draught, discovery (precise bombs [4 squares]), feather fall, healing infusion, like the wind[ARG], poison use, swift alchemy, trapfinding +1

Skills
Appraise +8,
Craft (alchemy) +11 (+14 to create alchemical items),
Disable Device +12 (+8 to checks if more than five feet away from device),
Heal +6,
Knowledge (arcana) +9,
Knowledge (dungeoneering) +5,
Knowledge (engineering) +10,
Knowledge (history) +6,
Knowledge (local) +5,
Knowledge (nature) +8,
Knowledge (planes) +5,
Knowledge (religion) +5,
Linguistics +5,
Perception +7 (+9 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.),
Sleight of Hand +7,
Spellcraft +10,
Survival +5
Languages Ancient Osiriani, Aquan, Auran, Common, Ignan, Osiriani, Terran

Equipment
Weapons dagger, morningstar, mwk light crossbow with 20 bolts
Armor and Defense mithral shirt
Combat Gear crypt breaker’s draught (low-light vision), potion of cure light wounds (5), acid (5), alchemist's fire (5), alkali flask[APG] (5), bone bane (5), bottled lightning[UE] (5), efreeti cord[UI], efreeti switch[UI], holy water (5), liquid ice[APG] (5), tanglefoot bag (2)
Other Gear alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE] (2), bedroll, belt pouch, candle (5), canteen[UE] (2), chalk (10), crowbar, explorer’s outfit, flint and steel, grappling bolt[UE], hot weather outfit[APG],ink, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], portable alchemist's lab[APG], pot, scroll box[UE], soap, thieves' tool extenders, common, thieves' tools, trail rations (5), twine (50')[APG], 9 gp, 9 sp, 4 cp
Carrying Capacity 50/100/150 lbs.
Carrying Capacity (mwk Backpack) 58/116/175 lbs.
Carrying Capacity (Ant Haul) 150/300/450 lbs.
Carrying Capacity (Ant Haul and mwk Backpack) 174/348/525 lbs.
Encumberence 137.44 lbs.

Tracked Resources
Acid - 0/5
Alchemist's fire - 0/5
Alkali flask - 0/5
Bomb 2d6+4 (7/day, DC 15) (Su) - 0/7
Bone Bane - 0/0
Bottled lightning - 0/5
Breeze-Kissed (1/day) - 0/1
Crossbow bolts - 0/20
Crypt breaker’s draught (low-light vision) - 0/1
Dagger - 0/1
Feather Fall (1/day) - 0/1
Holy water - 0/5
Liquid ice - 0/5
Potion of cure light wounds - 0/5
Tanglefoot bag - 0/2
Touch Injection (healing subschool infusion only, 1/day) - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB (3) +1 Skill Point
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Crypt Breaker's Draught (Su)
Darkvision (60 feet) You can see in the dark (black and white only).
Feather Fall Can cast feather fall 1/day.
Healing Infusion (Sp, Su) Can prepare healing subschool extracts as infusions, replace them at will.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists.
Like the Wind +5 to your base speed.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tool Optimizer Improvised tools give no penalty. If you have at least 3 ranks in a skill, you can treat a normal tool associated with that skill as though it were a masterwork tool.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

The Exchange

Amenhotep:

Female Aasimar Evangelist cleric of Ra, LN alignment

Init +5

Str 10
Dex 12
Con 13
Int 10
Wis 14
Cha 18

Hp 23
Saves +4 Fort, +2 Ref, + 6 will
Ac 16, Touch 11, Flatfooted 12

Feats: Selective Channel, Improved Initiative,

Traits: Sacred Conduit, Devotee of the Old Gods (Knowledge religion)
Skills: Knowledge Religion +7, Diplomacy +10
Languages :Ancient Osiriani, Osiriani, Auran, Common,

Background skills: Knowledge History +6 Linguistics +6

Alternate racial traits:Dimdweller

Using rulership variant channel,harm variant.

Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.(DC 16 will against undead, DC 15 against living targets)

7 channels per day. 14 rounds sermonic performance per day.

Domains:Sun,

At will—Detect Magic, Create Water, Light, Guidance
Lv 1 spells known (3/day): Remove Fear(x1), Bless (x1), Ant haul (x1), Endure Elements(D)
Lv 2 spells known (2/day): Remove Paralysis(x1), Lesser restoration, Heat Metal(D)

Gear:

Silver Mace, Cold Iron Dagger, 4 Spell Component pouches, Waterskin, 10 wooden holy symbols, 5 days trail rations, Backpack, grappling hook, Chain shirt, Light shield, 10 pitons, 1 hammer, 1 crowbar, twine, fish hook, whistle, 10 sunrods, 1 wand of CLW, 1 pearl of power, +1 cloak of resistance

The Exchange

hp: 1d8 + 2 ⇒ (5) + 2 = 7
hp: 1d8 + 2 ⇒ (4) + 2 = 6

The Exchange

For any errors on my character sheet, I apologize. I am posting from phone and have post eaten up once already.

Combat role: pass out Bardic performance like candy. Also daze undead. And at level 5, daze living creatures as well.

Background:

Amenhotep is a tall regal woman with shoulder length black hair.She is a pathfinder who has with her fellow pathfinders stopped the rise of the rise of the undead form of Sekh-pa-Mefer III, and saving the town of Eto in the process. They also looted his pyramid and brought back many artifacts of great value to the Scarab sages.She wishes to see if there are any artifacts of Ra - that she can buy off to send to the Scarab sages in the pathfinder society for safe keeping. Rather then falling into non Osirian hands.


OK, the candidates so far are:

Akil – Khalid (Helikon)
Male Aasimar (Angel Born)
Paladin (Chosen One) 3

Nimaethep (Starfox_SFX)
Female Catfolk
Unchained Rogue 2/Unchained Monk (Nimble guardian, Monk of the (blue) lotus) 1

Gailen 'Crow's Bane' Merrel (Exiled Mimic)
Male Human
Fighter 3

Asa Basmerit (Kayri_Khaos)
Female sylph
Alchemist (chirurgeon, crypt breaker, wasteland blightbreaker) 3

Amenhotep (Just a Mort)
Female Aasimar
Evangelist cleric of Ra 3


Thanks to everyone who expressed interest in our game. I am grateful for the real effort you all made to create a character in order to join and I hope you'll stick with us as we continue to explore the mystery buried in the sands.
====================================================

That said, I would like to invite to our game:

Akil – Khalid (Helikon)
Male Aasimar (Angel Born)
Paladin (Chosen One) 3

Nimaethep (Starfox_SFX)
Female Catfolk
Unchained Rogue 2/Unchained Monk (Nimble guardian, Monk of the (blue) lotus) 1

Asa Basmerit (Kayri_Khaos)
Female sylph
Alchemist (chirurgeon, crypt breaker, wasteland blightbreaker) 3

Congratulations to you all!

Now, recruits complete your builds if you haven't already and report to the Discussion board. We'll see about your game entry there.


Recruitment is now closed.

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