Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom, for the local area and Osirion as a whole.
Wati, the Half Dead City, where the Asp and Crook Rivers converge to form the River Sphinx in southeastern Osirion has been chosen as the next location for the opening of tombs. Hearing the news of Wati's opening, your party of stolid adventurers has heeded the call and now find yourselves in Wati, among the multitude of other fortune seekers.
With the necropolis opened by royal decree, the priests of the local temple of Pharasma, the Grand Mausoleum, have been tasked with assigning sites ready for exploration to adventuring companies in a lottery.
Already registered at the temple, the four of you wait anxiously for the drawing, to learn what tombs are yours to explore!
The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.
In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
"Bah! Hhhhuucckk!" the bespectacled dwarf rudely clears his throat of phlegm and spits it in a nearby plant, narrowly missing a passerby. "Been ready to hear this announcement for a week. You?" he addresses his fellow dwarf companions. Seherab has traveled far with another clan-member and two of their Pahmet friends. "Sick of this waitin' around. Could've read 'bout three books by now. Standin' around in this heat instead. . . we need to get this venture started. Publication and discovery is only worthwhile when it's timely, my friends." Seeing the strange looks at his mention of books and publications, Seherab consoles, "Don't be worryin' about the writing and note-taking, that's my job. But you can all be co-authors. A dwarf needs a company; discoveries aren't made alone!"
Seherab waits in anticipation of the ceremony, straining to look over the heads of the taller folks crowding around the Grand Mausoleum.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos nods quietly in agreement with the honorable Seherab. In his light, loose desert garb he does not appear particularly bothered by the heat. He scans the crowd, looking curiously at the competition.
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Seherab accepts the orange with a nod. "Aye, aye. Suppose there will be a lot of pomp and circumstance when the announcements are made. Fine by me, I s'pose. This'll be a day to remember, after all. And we've traveled far enough, what's a few more minute's wait, eh?"
Seherab begins to blindly toss orange peals to the side, pelting people as they pass him by.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos takes his orange over to nearest street urchin and hands it to the boy (or girl- the layer of grime and his unfamiliarity with humans makes it hard for him to tell) He gives it to the child and pats them on the shoulder, smiling. He returns to his fellows.
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9
Harkuf takes the orange offered to him with a nod of gratitude and cuts it into quarters. He proceeds to bite into each quarter and suck the juice from the flesh - spitting the rinds to the ground as he does so.
"Yeah, the Croc sure is takin' her sweet time up there, ain't she?" Suddenly, a snake winds itself up Harkuf's leg, around his torso and up along the back of his neck. "Jafar'll need another mouse before long just to keep him docile, won't you?" He takes hold of the snake just below the head and rubs his thumb underneath the snakes jaw.
"Love's when I do this," he murmurs to nobody in particular.
Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they’ll likely face in the necropolis.
All at once, a murmur moves through the crowd like a wave. The cuase of the murmur becomes apparent as you notice the high priestess of the Grand Mausoleum, Sebti the Crocodile, rise to her feet and look over the crowd. Sebti seems surprisingly young to hold such a distinguished position, but she has a confident air of authority. After calling for silence, she begins with an invocation to the Lady of Graves, followed by a brief history of the founding of the necropolis.
Not so Brief History:
In –1608 AR, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the confluence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.
But Wati’s destiny was forever warped in 2499 AR, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors fled Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once exclusive trade routes, and their floundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs.
It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today.
The consecration of the city and its necropolis revitalized Wati, and though it never reclaimed its dominance among the cities of the south, over the next 1,700 years Wati grew until its necropolis—once more than half of the city—took up less than a quarter of the city’s total area. Today, long after the necropolis’s completion, Wati continues to produce a great variety of grave goods for Osirion’s honored dead. A steady stream of burial figures, canopic jars, embalming fluids, prayer books, and sarcophagi sail downstream on the Sphinx, outpacing Wati’s crop and textile exports. Even Wati’s criminal underworld revolves around death, as competing gangs regularly raid the necropolis for valuables and even human carrion.
Finishing her introduction, the high priestess raises her voice abouve the crowd. “Let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors in this holy place: remember how this came to pass, every slave’s hut is a memorial, and honor the departed. May you go with the Lady’s blessing.”
After Sebti returns to her seat, the two acolytes accompanying her each draw a wooden token from one of the urns on the table. The first token identifies the adventuring group, matching the token that a group received when it registered for the lottery. The second token determines which tomb is assigned to that group. A single representative of the chosen group is then summoned to the stage to present the token his group received at registration to one of the acolytes. Once the group’s identity has been confirmed, Sebti shows the representative the location of that group’s first exploration site on a map of the entire necropolis. She also gives the representative a smaller, sketched map that shows the site’s location in relation to the necropolis gates. Once a group has received its assignment, the process repeats with a new group.
Eventually, you hear the name of your group called. The priest wait expectantly for a representative of your group to come forward....
Ankhef approaches the makeshift stage and is greeted by Sebti. The acolytes takes the proffered token and compare it against the one drawn from the urn. Nodding to the high priestess, they hand over the hand sketched map and a pamphlet of rules. Sebti nods to the the dwarf, but says nothing. She then points to three spots on the map. "These are you sites. You are expected to explore them in the order listed on your map."
Rules:
Remember How This Came to Pass: The Plague of Madness was unleashed upon the city of Wati while religious authorities were engaged in infighting. This rule is a reminder that the necropolis remains a holy place, and those who engage in needless conflict and banditry are not only criminals, but accursed.
Every Slave’s Hut Is a Memorial: Every structure within the necropolis is a testament to the people who lived and died in the city. Explorers must not desecrate or vandalize standing structures and tombs, but preserve them as the memorials they were intended to be. Some structures may be trapped or decrepit, but willful and unnecessary destruction will not be tolerated.
Honor the Departed: The dead should be treated with dignity and respect. If the interred need to be disturbed to recover an antiquity or relic, they should be returned to their resting places carefully. It is understood that the ancient dead are often brittle, but there is no need for the contents of a sarcophagus to be summarily dumped on the ground. This rule does not apply to the undead or other abominations.
Failure to comply with hese rules can result in, but is not limited to, expulsion from the necropolis, a ban on continued exploration, seizure of recovered valuables, and arrest and prosecution by local authorities.
After receiving you allotment, the party has the evening to make any last minute purchases and make final preparations.
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Over his mugs of ale, Seherab flips through his formula book. "Thinkin' I'll mix up some concoctions before we head out tomorrow mornin'. Perhaps an identify and comprehend languages would be most helpful. Ankhef here can heal should it come to that." he motions to his fellow clansman.
"Now, I've read a few books on traps and how to disable them before we got here. Though Harkuf and Teos have better eyesight, I be thinkin'" the dwarf taps on his spectacles. "I suppose there's not much to be doin' except to get a good rest and see what awaits us tomorrow mornin'."
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos nods vigorously in agreement with Seherab. He does a few stretches in the common area, standing on his hands and flexing his short legs in splits. He then quietly sups on bread, beer, dates and onions. Especially onions. The smell clears the table around him quite rapidly.
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9
Harkuf picks up some last minute supplies, and finds himself with a little more coin left over than he had planned.
"Well, lemme get a few rounds, eh?" He stops a waitress, "A round of dry stout, if ye have any please," he places 9 silver on the waitress' tray. "The good stuff, please."
With the 14 remaining gold, Harkuf will offer to pay for everyone's room.
The following morning, the sun rise hot and bright over Osirion. The party rises early and heads out to the necropolis in order to be there when the gates open.
Arriving just as said gates open, the party has little trouble finding the designated tomb, using the map sketch. The first assigned site is an actual tomb that predates the Plague of Madness, located in the city’s original cemetery in the eastern section of the necropolis.
Approaching the site, you see a rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.
If you speak/read Osiriani:
The name of the individual interred within the tomb, Akhentepi, is engraved upon the doors in Osiriani, along with the dates of his birth and death, indicating that the deceased was born in 2416 ar and died in 2488 ar, 11 years before the Plague of Madness decimated most of the city.
KN: engineering DC 10 OR Perception DC 15:
You notice that that the doors are on concealed hinges and swing outward. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again. It also appears you'll have to dig out some of the sand in order to open the doors.
KN: engineering DC 15 OR Perception DC 20:
You also notice signs of a crowbar or similar tool having been inserted between the doors at some point.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos squints in the sun.
Perception:1d20 + 7 ⇒ (10) + 7 = 17
The monk motions to where the plaster the once sealed the tomb closed, and then starts digging in the sand to clear the doors. Lacking better tools, he simply uses his hands and strength.
Seherab takes out his pen and a scratch piece of paper. "This is the tomb of Akhentepi, who lived from 2416 to 2488 AR-which means they died 11 years before the Plague of Madness set in."
"See this?" Seherab points to the cracks around the doors. "It's supposed to swing outward and was originally sealed with mortal, meant to closed permanently. Most of the mortar has crumbled and chipped away. We'll need to move some of this sand before we can open it though."
"I'm wondering-with the chipping of the mortar-if someone has already been through this tomb. . . . "
Seherab nonetheless puts his paper and pen away and begins clearing the sand. He will check the place over for traps before anyone gets too close or before the doors are opened.
Perception:1d20 + 5 ⇒ (2) + 5 = 7 (+2 for unusual stonework, +1 for traps)
Ugh, I'm supposed to be the skill monkey! Those are some bad rolls to start off the game!
After close to an hour of digging out sand by hand, the party manages to clear enough space to open the door. Searching the doors, Seherab finds no traps, nor is the door locked or have any handles. Taking the combined strength of all four dwarves, the doors are finally pried apart and pulled open, releasing a waft of musty air. Looking in, the party notices there are no handles on the inside of the door either.
Peering into the room, you see the tomb's antechamber. This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, through which you are peering, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos looks about the room for defenses left to guard the honorable dead.
Perception:1d20 + 7 ⇒ (1) + 7 = 8
He shrugs nonchalantly and waits patiently for the others to complete their study.
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9
Harkuf follows the others, using his quarterstaff as a walking stick to help him keep his footing as needed.
As his eyes adjust to the chamber, his attention is drawn to the stone wheel with the spiral engraving. He carefully makes his way over and gives it a close look.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos gestures questioningly, as if to say Should I open it?. Once he gets confirmation (but not before the others indicate to proceed.)
You are able to identify the spiral on the stone wheel
as the symbol of Pharasma, and recognize that two of the carved faces in the room’s corners depict Pharasma. The other two faces depict the likeness of Anubis, the ancient Osirian god of burials and mummification. Closer examination of the faces also reveals them to be decorative
torch holders, such that when torches are placed within them, a corona of flame surrounds the deities’ heads.
Teos attempts to turn the wheel, but is unable to make it budge by himself.
As the dwarf attempts to turn the wheel, everyone notices a large scorpion scuttle into the tomb!
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Before Teos turns the wheel, Seherab notes, "A devotee of Pharasma, no doubt." He points out the spiral on the wheel that resembles her holy symbol. "The faces are representations of the Lady of Graves as well. These other two faces bear resemblance with Anubis, the ancient Osirian god of burials and mummification. Fitting."
---
Seherab sighs and draws his short sword, stepping in to stab at the scorpion.
short sword:1d20 + 3 ⇒ (4) + 3 = 7 damage:1d6 ⇒ 4
"Mostly use it as a letter opener," Seherab explains as his blade hits nothing but the floor.
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9
Harkuf lets out an annoyed huff. "So, a little stinger thinks it's going to stop us?" He takes his quarterstaff into both hands as he steps towards the scorpion and brings it down with both hands.
Seherab stabs at the invertebrate, but misses as it skitters away!
Harkuf catches it mid-skitter and smashes it with his staff, nearly squashing, but the creature continues to move, it's stinger darting back and forth!
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos steps over and strikes twice with his calloused fists.
Seherab misses the quick little arachnid once more, but Teos moves in swinging. His first punches misses, but that only sets up his second blow, which catches the creature in the cephlothorax, stunning it and dropping it into unconsciousness.
With all the party straining against the wheel, it eventually begins to turn slowly. It rolls to the side, revealing a five wide opening. Looking inside, you see a square room that is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos walks over and looks down the hole. He pulls up the rope and examines it, to see how strong and long it is, and checks the strength of the piton as well.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos holds the remains of it up for his companions to see, shaking his head sadly. He pulls his own rope out and ties it off to the piton. He motions with a stubby finger to his chest and then pantomimes climbing.
He will then move over and climb down, assuming it's less then 50' feet.
Looking into the pit, Ankehf sees that it descends about sixty feet. Teos then secures a rope and climbs down.
Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Teos will climb back up first, hold out his hands questioningly, trace out Need rope in the sand. He indicates two dwarf heights worth.
Hello everyone! Since I haven't got the AP book yet, I don't have definite guidelines on character creation.
Most likely, 20 pt buy, all standard races, genie-kin, suli, catfolk, and perhaps others. Max gold for class. ACG classes are good. Non-PFS stuff will be legal, just let me know about it.
I'm excited for this one and hope to make it a great run.
Hopefully they release the PDF soon, so I can start reading it.
Reading the player's guide I think it would be cool if we all had some sort of thematic connection. Like we're all locals or all from Rahadoum or Razmiran, or are all Catfolk or Dwarves or something.
I was considering playing a Pahmet dwarf. My take from the Players Guide is that is going to be quite dungeon crawl-y, so dwarves would certainly be a boon there.
I would really like to play an Investigator and cover the skill monkey/support role. I love skill monkey characters and have been wanting to play an investigator since they came out. I won't be terribly effective at combat at the lower levels but I'll be the trap/knowledge master.
As for the race, I don't have anything in mind. A themed party of all dwarves or all different elementals sounds pretty fun though, so I'd be down for that. I've never played a dwarf and a Pahmet Dwarf party sounds fun.
By the way, the rumor is the blog is going to release the ancient Osirion gods this week. We should watch out for that and maybe we can all be pilgrims worshipping the same god(dess).
As long as this doesn't quickly devolve into a boy band trope. So-and-so is the smart one, so-and-so is the cute one, so-and-so is the quiet and misunderstood one, so-and-so is the bad boy. . .
@Pirate: I'm sure that would be useful in an AP like this. As long as you could pull it off without being evil. I'm not a big fan of evil PCs but it's certainly possible to do builds like that without being evil; I've got a PFS necromancer who was formerly trained as a Blood Lord in Geb but flew the country because he disagreed with their view on undead. So he's trained as a necromancer but actually a good guy.
I don't really like evil PCs either, heck I'd be happy to just toss the whole alignment system under the bus.
If it weren't so integral to the game system as it's written now (what with spells and abilities tied to alignments, etc), I'd be fine with that. Pathfinder 2.0 maybe.
Don't worry, I'm picking Trap Spotter up second level and I'm planning to max out my ranks in Perception and DD. I'm also eventually going to take the talent that lets you add inspiration to your perception for free (so free +1d6 to the roll, +1d8 at a certain level).
At low levels I can't guarantee I'll catch all of them but at high levels trap-focused characters tend to auto-spot and auto-disable >90% of traps (I play a high-level archaeologist who does just that). Besides, I like to think of Investigator more as Skill Monkey: The Class.
Yes! Now I can actually put a deity to my khopesh-wielding warpriest: Horus!
I love this. I instantly want to make several characters based around these gods. I've never played a cleric but I'll probably make one for PFS, assuming these are sanctioned (can't see why they wouldn't be).
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9
Got my dwarf character created. Now to finish with the details. I went with (I think) a more Osirion-sounding name, rather than a more traditional dwarven name. I hope that's alright.
Well, here is a first pass. Not sure if I want to go Terra-Cotta monk or one of the more "tweaked" builds
Teos:
Teos Oldwise
Male Dwarf monk 1 Archetypes Terra-Cotta Monk, Vows,
LG Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 17, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +1 natural, +3 Wis)
hp 11 ((1d8)+3)
Fort +4, Ref +4, Will +5, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects., +2 vs. poison, spells, and spell-like abilities
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OFFENSE
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Speed 20 ft.
Ranged sling +2 (1d4+3)
Melee unarmed strike +3 (1d6+3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Melee flurry of blows +2/+2 (1d6+3)
Special Attacks Flurry of Blows, Relentless, Stunning Fist
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 6
Base Atk +0; CMB +3 (+5 bullrush) (+5 overrun); CMD 19
Feats Dodge, Improved Unarmed Strike, Ironhide, Stunning Fist
Skills Acrobatics +6, Climb +7, Disable Device +6, Perception +7
Traits Deathkeeper, Desert Child
Languages Common, Dwarven
SQ ac bonus, class skills, darkvision, hardy, lorekeeper, steady, vow of truth, weapon and armor proficiency, weapon familiarity,
Combat Gear Other Gear outfit (monk's), sling bullets (10), rope (hemp/50 ft.), thieves' tools, waterskin (filled), sling, unarmed strike, dagger, flurry of blows, 0.9 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD.
Class Skills A Terra-Cotta Monk adds Knowledge (dungeoneering), Knowledge (engineering), and Disable Device to his list of class skills and removes Knowledge (history), Perform, and Ride.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deathkeeper You have lived for a time deep insidethe necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies hasstrengthened your ability to resist the powers of the unliving. You gain a +1 trait bonus on saving throwsagainst the supernatural abilities of undead creatures.
Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Lorekeeper (Ex) Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Monk Bonus Feat
Relentless (Ex) Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Sky Sentinel (Ex) As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.
Vow of Truth You are not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, you remain silent. Many monks of this vow also take a vow of silence to show their commitment.
Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 her AC bonus, as well as her fast movement and flurry of blows abilities.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
I do like Shin, my terra-cotta monk. With his wisdom pumped for AC and Perception, he rarely misses a trap, but multi-classing him with Sorc. has made him sub-optimal, which I don't mind in the least, but it has really begun to show in the higher tier games. This has been exacerbated by the fact that we had a dedicated rogue that could do everything better as far as Disable and had trapspotter, and Shin was forced to take the roll of melee, which he isn't his strong suit.
The only things I know about Pahmet Dwarf names come from this page.
From People of the Sands:
People of the Sands wrote:
Names
The Pahmet’s long association with the pharaohs of Osirion has led them to adopt some of the styles and naming conventions of those ruling dynasties. A firstborn child is usually named after his or her parents, but with a numeral denoting his or her place in the line since the ancestor who originally bore that name.
In ancient times, it was relatively common for Pahmet who served a particularly honored pharaoh to adopt that pharaoh’s name as a surname when he or she died. There are many Pahmet named after the pharaohs Osezis and Menedes, for example. In addition, Pahmet hold onto their even more ancient dwarven heritage by maintaining their clan names.
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Ok, I hadn't used that alias for 10 posts yet so I changed the name because I like Sign's idea of a more traditional Osirion name.
I also looked up in my People of the Sands book about Pahmet dwarven names:
Names wrote:
The Pahmet's long association with the pharaohs of Osirion has led them to adopt some of the styles and naming conventions of those ruling dynasties. A firstborn child is usually named after his or her parents, but with a numeral denoting his or her place in the line since the ancestor who originally bore that name.
In ancient times, it was relatively common for Pahmet who served a particularly honored pharaoh to adopt that pharaoh's name as a surname when he or she died. There are many Pahmet named after the pharaohs Osezis and Menedes, for example. In addition, Pahmet hold onto their even more ancient dwarven heritage by maintaining their clan names.
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
So we've got an investigator, a (terra-cotta) monk, a serpent shaman druid, and an oracle of bones.
Should be an interesting party!
Hopefully someone is bringing some damage though because my damage won't really start to come into play until later levels when I get Piranha Strike (3rd), Studied Strike (4th), and Kirin Strike (9th).
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Tangaroa wrote:
Do investigators do trapspotting?
Also, people of the Sands mentions how the a Pahmet have a deep love for Sphinxes, might be useful if someone picked up sphinx as a language.
Yes, that is one of the rogue talents they can choose and I'm picking it up at second level. third level. (Forgot the first Talent comes at third, not second.)
Also, yes. I really debated taking Sphinx but thought Osirion was more appropriate for my Linguistics language. I'll pick it up in a level or two (Ancient Osiriani might have to come first).
I'm not committed to this monk. I'm still mulling over a few more options. Monk of Four Winds sounds appealing to me. I can cheese up the stats a bit more to make him a heavier hitter, especially if your covering most of the skills.
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5
Druids can be heavy-hitters, especially depending on the companion you choose. If you want a druid, I think a druid would do fine. It just depends on how you build them.
Of course, if you change your mind on your own, that's fine too.
Here Is a draft of my char sheet, without any equipment bought. Zoom out to see better (also I managed not to onclude page 2 which has my command undead revelation and haunted oracle curse)
Basically I've got all the cha skills, including UMD, (although not super high scores, but pretty good for a Dwarf)
I'll cast cure spells, will probably take bless for 1 of my level 1 spells, any thoughts on the other?
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9
Okay, sticking with Druid. I'm going vanilla druid with a snake (constrictor) animal companion. The Snake Shaman archetype just didn't feel right to me. I really was only considering it because the player's guide suggested it.
Will hopefully finish up the character this weekend.
Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6
Hi, I'd like to be your front line today.
Will anbody in the party be able to supply mage armor, at least off a wand?