GMEdwin's The Pharoah's Race

Game Master Insnare

A motley group of adventurers fixing to find the pharoah's tomb first.


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Hey everyone!

I have decided to do this adventure module and am looking for 4-5 players at level 6.

All Paizo excepted.

Standard cash for level but no more than 50% can be spent on one item.

Need to be able to post once per day and I need a good background about your experiences in character and why you are in Sothis.

Abilities are 4d6 drop the lowest. If an ability is 5 or lower you can roll again.


I'll give it a go:

rolls:

4d6 ⇒ (6, 6, 6, 5) = 23 = 18
4d6 ⇒ (3, 2, 4, 6) = 15 = 13
4d6 ⇒ (3, 4, 4, 3) = 14 = 11
4d6 ⇒ (3, 4, 4, 2) = 13 = 11
4d6 ⇒ (4, 6, 3, 2) = 15 = 13
4d6 ⇒ (6, 1, 5, 1) = 13 = 12

started so well but rest are do-able


Are you doing traits? Are there any restricted races or classes?

I may have someone already done for something like this, conversion is a whole lot easier than invention.


You can pick two traits.

Any Paizo would be ok.

Shoot if someone wanted to be a Sha'ir from second edition, I could allow it. But if you want to be one, you need to do the legwork and verify the conversions with me...

But remember, I need a good back story.


4d6 ⇒ (3, 3, 1, 6) = 13 = 10
4d6 ⇒ (6, 4, 1, 4) = 15 = 14
4d6 ⇒ (3, 4, 2, 3) = 12 = 10
4d6 ⇒ (5, 3, 5, 6) = 19 = 16
4d6 ⇒ (5, 2, 2, 2) = 11 = 9
4d6 ⇒ (3, 6, 6, 1) = 16 = 15

Eh, not too bad I guess.

Waves to Ed and Oterisk

Hmm...not sure what class to go for. Maybe cleric of Sarenrae.


Hi Joy

Havent decided yet maybe bard/fighter

cleric would be great (lots of channel powers)

Lantern Lodge

I am thinking rogue/sorcerer, and are non-evil were-creatures alright?

Also, traits?

I do not have acces to PG or downloads from paizo till my computer is fixed (nor do I know anything about the module), is that a problem?


Generally, yes.

Im not sure what your trait question is...

Not knowing the module is ok. The other stuff goes as such. If I find a group that seems to be a good fit before you get your stuff together, ill take it, which is fair.


I should be able post 1/day on weekday with weekends being a little bit difficult. Is that ok? Also this will be my first ever pbp so I may be a little shaky in posting format, but I am a quick learner.

Should I be picked, I was thinking a Half-Orc Monk of Desna. He is searching and travling the world over for the ultimate test of battle and training, bringing his travels to Sothis.

Spoiler:

4d6 ⇒ (6, 4, 5, 4) = 19 = 15
4d6 ⇒ (1, 1, 4, 3) = 9 = 8
4d6 ⇒ (4, 5, 4, 1) = 14 = 13
4d6 ⇒ (5, 5, 4, 3) = 17 = 14
4d6 ⇒ (1, 2, 4, 3) = 10 = 9
4d6 ⇒ (6, 5, 6, 5) = 22 = 17


Sounds fun, I'll knock something up, probably looking to be a sorcerer or wizard.

4d6 ⇒ (4, 2, 4, 6) = 16 = 14
4d6 ⇒ (2, 2, 5, 5) = 14 = 12
4d6 ⇒ (2, 4, 3, 3) = 12 = 10
4d6 ⇒ (4, 2, 5, 6) = 17 = 15
4d6 ⇒ (6, 3, 2, 3) = 14 = 12
4d6 ⇒ (1, 5, 1, 1) = 8 = 7

I can work with that...

I assume the traits question is are we using the standard two?


4d6 ⇒ (6, 1, 6, 5) = 18
4d6 ⇒ (6, 2, 6, 4) = 18
4d6 ⇒ (5, 3, 1, 2) = 11
4d6 ⇒ (6, 4, 6, 5) = 21
4d6 ⇒ (6, 6, 6, 6) = 24
4d6 ⇒ (5, 3, 6, 2) = 16

Looks like a keeper


4d6 ⇒ (2, 2, 2, 5) = 11 = 9
4d6 ⇒ (5, 3, 1, 6) = 15 = 14
4d6 ⇒ (4, 4, 5, 5) = 18 = 14
4d6 ⇒ (5, 1, 3, 6) = 15 = 14
4d6 ⇒ (4, 6, 1, 2) = 13 = 12
4d6 ⇒ (1, 6, 5, 6) = 18 = 17

Interesting roles, will have to think a bit on how to best use them.


This is just a place holder.

I guess it would depend on what class is needed by the group, if having a well rounded group is needed.

Are you wanting more mainstream races, or is anything open?

If anything, I'd like to go doppelganger and rogue.

Nice thing is I can plug my race/class option into this background.

background:
Growing up a street rat is never easy. A hard life that is lived not one day to the next, but from hour to hour, frequently minute to minute. She was lucky that she had managed to survive as long as she had without involuntary assignment to a brothel or slaver. She scurried about the markets, running errands where she could, 'borrowing' when she couldn't. She thought it was her twelfth year when she met Validk . He was a wizened older man, at first she thought he as after her body as so many had hoped before. Validk was different, he saw something in her and he gave her the training she needed to continue to survive, and even to start thriving.

Now she found herself as something of a respected apprentice merchant. Buying and selling goods between various markets within Sothis, though she often found that information brought her the greatest coin.

And yet she yearned for something more. As good as she was becoming, she didn't want to lead the life of a merchant and yearned for adventure. Especially when she heard the stories in the taverns of one adventuring group or another that had returned from the endless sands with bags of treasure.

A start, we'll see how she progresses.


How are you handling HP above first level?


4d6 ⇒ (5, 6, 4, 6) = 21 => 17
4d6 ⇒ (5, 4, 2, 1) = 12 => 11
4d6 ⇒ (3, 5, 1, 2) = 11 => 10
4d6 ⇒ (4, 3, 1, 4) = 12 => 11
4d6 ⇒ (6, 6, 2, 5) = 19 => 17
4d6 ⇒ (4, 1, 6, 1) = 12 => 11

I don't have the modules but have the world guide. Is that enough?

I am thinking an elven barbarian or perhaps a dervish dancer magus

Lantern Lodge

Have never adventured in Osirion. Will see what I can come up with.

Rolls:

4d6 ⇒ (2, 6, 5, 1) = 14 13
4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (5, 3, 5, 4) = 17 14
4d6 ⇒ (6, 6, 2, 5) = 19 17
4d6 ⇒ (4, 1, 4, 1) = 10 9
4d6 ⇒ (2, 4, 2, 1) = 9 8


I'm thinking this could be a good game to try out rage prophet. I'm thinking Ifrit barbarian 4/oracle 2 ready to get into rage prophet next level.


4d6 ⇒ (3, 4, 6, 6) = 19=16
4d6 ⇒ (5, 1, 1, 3) = 10=9
4d6 ⇒ (1, 4, 4, 3) = 12=11
4d6 ⇒ (1, 3, 3, 6) = 13=12
4d6 ⇒ (2, 3, 4, 4) = 13=11
4d6 ⇒ (6, 6, 1, 3) = 16=15

Hmm, I will have to think on this.


Hello all, I would like to take a shot at this:

4d6 ⇒ (4, 1, 6, 5) = 16 - 15
4d6 ⇒ (6, 3, 3, 6) = 18 - 15
4d6 ⇒ (3, 1, 4, 5) = 13 - 12
4d6 ⇒ (6, 6, 4, 1) = 17 - 16
4d6 ⇒ (5, 1, 2, 6) = 14 - 13
4d6 ⇒ (1, 1, 3, 2) = 7 - 6

Planning on playing a monk - let me know if there are any issues with that

Grand Lodge

Dotting for interest.
4d6 ⇒ (2, 3, 6, 3) = 14-12
4d6 ⇒ (3, 6, 2, 3) = 14-12
4d6 ⇒ (6, 2, 6, 3) = 17-15
4d6 ⇒ (2, 2, 1, 5) = 10-9
4d6 ⇒ (3, 6, 2, 2) = 13-11
4d6 ⇒ (6, 1, 2, 2) = 11-10


Here's my entry for your perusal. Needs info on how to handle HD after level 1, but otherwise should mostly be done.

Maqah Firehair:
Male Ifrit Barbarian (Elemental Kin) 4 Oracle (Planar Oracle) 2
NN Medium Outsider (native)
Init +7; Senses Darkvision; Perception +9

Str 14(14), Dex 16(14+2(race)), Con 10(9+1(level)), Int 14(14), Wis 10(12-2(race), Cha 19(17+2(race))
--------------------
Combat & Magic
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 21 (4d12+2d8+5)(still needs HD from levels 2 to 6)
Fort +4, Ref +4, Will +4
Defensive Abilities Uncanny Dodge; Immune dazzled
Weakness Lame

Base Atk +5; CMB +7; CMD 20

Speed 30 ft.

Melee
+1 Adamantine Bill +8 (1d8+4/x3) and
Gauntlet +7 (1d3+2/x2) and
Masterwork Dagger +8 (1d4+2/19-20/x2)

Ranged
+1 Composite longbow (Str +2) +9 (1d8+3/x3)

Spell-Like Abilities Efreeti Magic (1/day)

Spells Known (CL 4, +7 melee touch, +8 ranged touch, +8(+12) concentration, +4 spell penetration):
1 (5/day) Divine Favor, Cure Light Wounds (DC 15), Endure Elements, Burning Disarm (DC 15)
0 (at will) Stabilize, Create Water, Detect Magic, Mending, Guidance
--------------------
Statistics
--------------------
Feats: Combat Casting, Firesight, Skill Focus (Knowledge [religion])

Traits: Magical Knack (Oracle [Planar Oracle])

Skills: Acrobatics +7, Climb +1, Craft (blacksmith) +10, Diplomacy +8, Escape Artist +2, Fly +2, Intimidate +13, Knowledge (religion) +13, Perception +9, Ride +2, Sense Motive +9, Spellcraft +11, Stealth +2, Survival +4, Swim +1

Languages Common, Elven, Ignan, Osiriani

SQ Armor Mastery, Bellows, Desert Mirage, Elemetal Fury (+1 rounds/attack), Fast Movement +10, Moment of Clarity (1/rage), Rage (10 rounds/day), Renewed Vigor 1d8+0 HP (1/day)

Combat Gear +1 Adamantine Bill, +1 Composite longbow (Str +2), +1 Mithral Agile breastplate, Gauntlet, Masterwork Dagger

Misc Magic: Feather Token (lance), Handy Haversack, Potion of Shield of Faith +2, Wand of Cure Light Wounds (19 charges),

Other Gear: Small Traveling Anvil (reskin of goldsmithing anvil), Artisan's outfit, Masterwork Artisan's tools, Bedroll, Bellows, Belt Pouch (3), Heavy Blanket, Chain (10 ft.), Chalk (10), Crowbar, Flint and Steel, Folding Chair, Hammock, Jug, Mug/Tankard, Silk Rope, Sunrod, Tanglefoot bag, Tindertwig (5), Trail Rations (10), Waterproof Bag, Waterskin (4), Wrist sheath
--------------------
Special Abilities
--------------------
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor.

Bellows +1 Survival to start fires.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Desert Mirage +2 to Stealth in deserts and to saves to resist starvation and thirst.

Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.

Elemetal Fury (+1 rounds/attack) (Ex) Elemental damage extends your rage.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Firesight You can see through fire and smoke without penalty, ignoring cover or concealment.

Immune to Dazzled You are immune to the dazzled condition.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. Your speed is never reduced due to encumbrance.

Magical Knack (Oracle [Planar Oracle]) +2 CL for a specific class, to a max of your HD.

Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.

Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Renewed Vigor 1d8+0 HP (1/day) (Ex) 1/day while raging, heal yourself for 1d8+0 HP

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------
Physical stats and appearance: 77 yrs old (still barely an adult from his point of view); 5' 6"; 140 lbs; bronzed skin; flame red hair, charcoal black eyes; short but strong and lithe; clearly used to being around the forge and fire; has a strong limp on his left leg where a childhood accident by a forge left its permanently scarred and weakened, with bits of metal buried inside; he tries very hard to hide this limp, but is never entirely successful, even if he has learned how to work around it. to the point he once again has full functionality of the leg

Personality: A restless spirit forged by the fires of the forge and time, and called upon by the spirits of fire and metal to serve as their voice, their herald; An innate restlessness fills him, though what seems like a lifetime of training has tamed it to the point where he can usually hide it; quick to anger, but, like a fire burning overly hot, also quick to cool down; has a certain magnetism that both awes and frightens at the same time; never really comfortable around strangers, especially if he has to move about, and often comes across as aloof and distant to such folks; even known friends can sometimes notice a certain distance in his dealings with them

History: More blessed than many ifrits, Maqah at least has the benefit of looking mostly human and lacking the more problematic inheritances usually bestowed upon his kind, even though his skin is still a dead giveaway that he is somehow different. Found abandoned at a temple of Serenrae on the outskirts of Sothis, the priests there took him in despite his strange appearance, and were able to teach him how to control and focus his inner fire to at least some degree, though the task became harder as the lad grew up, and demonstrated that even if physically he was still mostly human, he very much had the temperment of living fire.

If it hadn't been for a childhood accident of a blacksmith forge exploding when he was nearby and burying metal and stone shrapnel in his body at multiple locations, the real difficulties would have arisen much earlier. As it was, even though most of the physical damage was repairable, one leg proved to be more stubborn, and his whole body was left somewhat weakened; the left leg had so many metal bits buried so deep, they could not safely remove all of them, and in addition to cursing the lad with lameness, these metal fragments would provide even further difficulties for him down the road. Still, in many ways, the lameness proved to be a blessing in disguise to the clergy trying to raise the lad. It forced the lad to stay still long enough to learn how to handle a forge, and even absorb some learning about religion.

Their real problems began when he reached what to humans would be late adulthood. Those who had raised him were getting too old and dying, and he did not take kindly to folks younger than him trying to tell him what to do. The deaths of those who he had viewed as mentors also created a certain distance in his view of others, as he learned first hand the pain of loss, and didn't like it. This simply made the age difference that much harder to bridge. This by itself was a difficulty to be sure, but it would have been managable if not for another problem that arose at this time. Maqah started to sense that the metal he was working at the forge, and indeed, the forge itself, was starting to talk to him. When he sought out assistance from the priests, who were already frustrated with him, they doubted him, and even though they were gentle about it, it was not long before he simply decided to leave, and take his chances as a mercenary. Though he was moderately successful, he found that the mercenary life only served to increase his challenges, amplifying the strange effects and voices he felt around metal, and making it harder for him to control his inner restlessness. He took odd jobs around Sothis and the surrounding area, acquiring a bit of a reputation for himself as a strong and effective, but hard to manage, guard. Recently securing a position at a prosperous blacksmith job in Sothis as a journeyman blacksmith and guard, he is far from satisfied with it, it provides him with shelter, and in an odd sort of way, grants him understanding of the forces of fire and metal that burn within him. Still, the fires within burn hot, and he knows it won't be long before they demand something more once than this sedate life once more. Already he feels it rising, triyng once more to break free.

His best friend is a small, runty weasel that he picked up out of the sewers one day. For some reason that he can't explain, he just feels a bond with the little guy that he can't ignore. Alf, the weasel's name, is quite friendly, and often serves as an icebreaker in social settings when Maqah's appearance proves to be a barrier.

Alf:
Male Weasel
NN Tiny Animal
Init +2; Senses Low-Light Vision, Scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft., Climbing (20 feet)
Melee Bite (Weasel) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks Attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Fly +6, Stealth +14, Swim +2
Languages
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
--------------------
A cheerful little weasel, Alf is unusually small for his breed, but his spunk more than makes up for it. He can always bring a smile to Maqah's face, and often can calm down the ifrit by giving him something to focus on other than what is irritating him.

Will become a familiar at level 7 with the eldritch heritage feat.


Well I have to at least roll the bones:

4d6 ⇒ (4, 3, 6, 5) = 18=15
4d6 ⇒ (2, 1, 4, 1) = 8=7
4d6 ⇒ (1, 5, 5, 1) = 12=11
4d6 ⇒ (1, 4, 5, 6) = 16=15
4d6 ⇒ (2, 3, 3, 1) = 9=8
4d6 ⇒ (4, 4, 3, 6) = 17=14

Heh, not the worst batch of rolls in this thread. I was thinking paladin. Now I'm not sure what.


Name:Lyle Rihannsu
Race:Tiefling
Class:Magus (Bladebound)
Alignment:Chaotic Good

Background in profile.

Stat dice rolls:

4d6 ⇒ (3, 3, 3, 2) = 11= 9
4d6 ⇒ (2, 1, 4, 5) = 12= 11
4d6 ⇒ (5, 1, 1, 5) = 12= 11
4d6 ⇒ (4, 6, 2, 5) = 17= 15
4d6 ⇒ (1, 1, 6, 4) = 12= 11
4d6 ⇒ (5, 4, 3, 2) = 14= 12

Sczarni

Attributes:
4d6 ⇒ (3, 6, 4, 5) = 18=15
4d6 ⇒ (5, 2, 3, 1) = 11=10
4d6 ⇒ (2, 3, 1, 6) = 12=11
4d6 ⇒ (4, 1, 2, 2) = 9=8
4d6 ⇒ (2, 6, 2, 1) = 11=10
4d6 ⇒ (6, 5, 1, 5) = 17=16

Below average, but definitely workable.

Human 2h Fighter

18 Strength
15 Dexterity
16 Constitution
10 Intellect
11 Wisdom
8 Charisma


set 1:

4d6 ⇒ (2, 1, 2, 2) = 7 5
4d6 ⇒ (2, 4, 2, 1) = 9 8
4d6 ⇒ (5, 2, 6, 5) = 18 16
4d6 ⇒ (4, 4, 4, 4) = 16 12
4d6 ⇒ (2, 6, 2, 1) = 11 10
4d6 ⇒ (4, 1, 5, 2) = 12 11

Meh. I'll roll another set.

4d6 ⇒ (6, 4, 5, 6) = 21 17
4d6 ⇒ (3, 4, 6, 5) = 18 15
4d6 ⇒ (5, 5, 6, 6) = 22 17
4d6 ⇒ (6, 5, 3, 6) = 20 17
4d6 ⇒ (3, 6, 6, 3) = 18 15
4d6 ⇒ (1, 4, 6, 5) = 16 15

Holy crap...

Ok, scratching my original concept. Those rolls are far too amazing to be wasted on the necromancer priest I was thinking of.

Clearly, this guy is special.

New concept-

Vas was the old Pharaoh's favorite gladiator. He had never lost a fight and was as respectful and obedient as a slave should be. When the Pharoah died, his most valuable possessions were entombed with him. Including the warrior-slave called Vas.

Crunchy stuff

Spoiler:

Vas has the stats to pull off a truly M.A.D. build, so I'm going to go with a Fighter/Monk/Duelist (gaining combat bonuses from Strength, Dex, Int and Wis)

Pleeeeese let me in. I've never rolled a stat set like that in my life. :)

I'm a hell of a player. Really.

Full stats to come by tomorrow night.

Sovereign Court

Set 1:

4d6 ⇒ (4, 3, 2, 6) = 1513
4d6 ⇒ (3, 2, 5, 5) = 1513
4d6 ⇒ (4, 1, 1, 1) = 75
4d6 ⇒ (3, 6, 5, 5) = 1916
4d6 ⇒ (3, 6, 3, 4) = 1613
4d6 ⇒ (6, 2, 5, 6) = 1917
rerolling the 5 4d6 ⇒ (2, 4, 6, 5) = 1715

Will come up with something a little later.

Lantern Lodge

4d6 ⇒ (4, 6, 4, 6) = 20=16
4d6 ⇒ (5, 6, 1, 5) = 17=16
4d6 ⇒ (6, 5, 5, 6) = 22=17
4d6 ⇒ (4, 6, 1, 5) = 16=15
4d6 ⇒ (4, 5, 5, 2) = 16=14
4d6 ⇒ (3, 4, 5, 6) = 18=15

Nice!

Rolling for where they land, highest to lowest
1d6 ⇒ 4
1d5 ⇒ 3
1d4 ⇒ 3
1d3 ⇒ 3
1d2 ⇒ 2

Str=14
Dex=15
Con=16
Int=17
Wis=16
Cha=15

Any level penalty for being a Were?

Sczarni

Alright, here's the finished stat block for:

Gage Lockston:

Gage Lockston
Human Fighter 6
CN Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 deflection, +1 dodge)
hp 70 (6d10+24)
Fort +9, Ref +5, Will +5 (+2 vs. fear, +2 vs. fear)
Defensive Abilities Bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee The Heartbreaker +13/+8 (2d6+10/19-20/x2)
Special Attacks Weapon Training: Blades, Heavy
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Base Atk +6; CMB +10; CMD 24
Feats Disruptive, Dodge, Iron Will, Power Attack -2/+4, Step Up, Toughness +6, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Traits Armor Expert, Bully
Skills Acrobatics +6, Climb +8, Disable Device +8, Intimidate +6, Perception +6
Languages Common
SQ Armor Training 1
Combat Gear Calyx, The Heartbreaker; Other Gear Amulet of natural armor +1, Backpack, masterwork (7 @ 41.14 lbs), Bedroll, Belt pouch (1 @ 1.64 lbs), Belt pouch (empty), Belt pouch (empty), Blanket, winter, Cloak of resistance +1, Potion of cure moderate wounds, Ring of protection +1, Signet ring, Tent, medium, Thieves' tools, masterwork
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Disruptive +4 DC to cast defensively for those you threaten.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Backstory: 1st draft:

He's a 2H Fighter working to gain riches to rebuild the reputation of House Lockston and repurchase the Lockston Estate. His grandparents were drunkards and blew the family inheritance, and had to sell the Estate to stay above water. His parents were too lazy to do much about it, and sent him off to live in the city with his cousins, who were bakers. Fortunately, he's inherited three relics from his family, which were looked at as worthless inheritances: The Heartbreaker (+1 Adamantine Greatsword), Calyx (+1 Mithral Swift Breastplate), and a Signet Ring with the crest of the Lockston family.

Long years of working in the bakery, moving bags of flower from point a to point b have made him strong and hearty, especially in his arms. As the years went by, his ability to use the adamantine Heartbreaker to destroy things was only amplified by his growing strength. His aunt told him stories about when the Lockston family had a good name, and even take him to their estate for a walk once in a while. When he became 18, Gage decided to leave the bakery and start earning money as a "possession recovery expert" for hire, and on his own time a relic hunter. He's irritated by the bureaucracy of the Pathfinders, and so he works as an independent contractor. After all, Gage, while strong and mildly attractive is hardly the type for working up the ladder in the bureaucratic world.

Lantern Lodge

I'm making a Halfling Werefox rogue 2 sorcerer 4.

I can drop a level if you want, though, a werefox isn't near as offensively capable as some others.


@DarkLight, could you be a werejackal which would be more setting appropriate?


Lycanthropes are still +1 cr, regardless of the were type...

Lantern Lodge

@Ijen True but PF doesn't actually use level adjustments and another GM of mine had me be completly be same level as everyone else with a weretiger (OMG much more dangerous then a fox)

@ GM PF has no stats for jackels though having looked them up I could make a stat block for them if you want.

Foxes are also found in egypt.
I like silver foxes better (and get a higher speed too) but could go with a side striped jackel (this wouldn't give me much of anything other then a bite d4 atk, and the things every lycan gets).

Edit; considering stats Im going to look at oracle and see what it has to offer (I hate prepping spells with a passion or I would go wizard)


gotta ask this since it is part of the concept I am formulating.
While I am no playing a gunslinger I was thinking of haveing a fighter that uses guns (with the feat if needed)

so the question is what are the ruling on firearms.

commonplace?, rare and exotic?, or none at all. just curious to help flesh out the idea.


While PF doesn't have ECL, it still does require a cost for adding change shape, natural armor, DR, etc. Which is the CR adjustment.

How much mechanical difference is there between various breeds? Can't you use one that is close enough and just change the label? How critical is it that you are this breed of fox or that breed? (Keep in mind GM's generally like things easy to figure out with a character) If you want to be a werejackel, use the hyena stats and call it close enough may help your selection choices.

OOC: Just trying to be helpful...

Lantern Lodge

Not sure, but GMEDWIN might be suggesting the Jackalwere

I've decided to submit a gnome archaeologist bard. Probably a Pathfinder unless you have an aversion to them. Cocky. Fascinated by locks and traps and collects interesting bits of them to use in the future. Much more to come.


@michalane I am formulating a similar idea but combining the archaeologist bard with a Cad fighter and be human. what I hate is these recruitment threads come up during a time when I don't have access to many of the books for several days.


For a couple levels, that jackalwere looks pretty mean, be handy to have in the group.

Lantern Lodge

Ijen Harper wrote:

While PF doesn't have ECL, it still does require a cost for adding change shape, natural armor, DR, etc. Which is the CR adjustment.

How much mechanical difference is there between various breeds? Can't you use one that is close enough and just change the label? How critical is it that you are this breed of fox or that breed? (Keep in mind GM's generally like things easy to figure out with a character) If you want to be a werejackel, use the hyena stats and call it close enough may help your selection choices.

OOC: Just trying to be helpful...

I agree there should be a cost but RAW that cost is a mere suggestion. (Edit; by way of having a lower level based on CR is suggested only and with only guidlines on how much, now that I look at it though, CR does more to realize the difference between breeds [+1 so now I'm CR 1/2 before class levels, as a fox])

There is a significant difference between breeds, I.E. were fox gets the +2 ac, DR, Tiny form, Bite d3, 15 dex, 9 str, 13 con

Whereas the weretiger gets +5 AC, DR, Large form, 2d6 Bite, 1d8 Claw, Grab, rake, pounce, major stat boosts in form; str 23, dex 15, con 17

Honestly, I have always liked felines/vulpines myself, so it's not super critical but does fit better with char concept, was just trying for a feel on how much the GM was wanting things to go (I.E. if he had ideas for how a jackel or a cat might fit the stereotype of the adventure thus become more integrated into the campaign) If he really thinks he can integrate the jackel into the game better I go that, but it will be a different character concept on all levels. I already did so much I think I might as well finish going jackel, now I just need to develop more this character (still gonna make my werefox for somewhere else)

I do appreciate the help though

The jackelwere is an alright evil little bugger, fluff-wise it's backwards from normal weres and it's crazy evil. I am halfway through the stats for the side striped jackel (golden jackels are actually more like grey wolves and coyotes) and it would be easier to reference so I figure on using that(and cause I already started so might as well finish it).


Alrighty, Lets see.
4d6 ⇒ (4, 1, 5, 1) = 11 10
4d6 ⇒ (4, 5, 1, 4) = 14 13
4d6 ⇒ (4, 4, 4, 5) = 17 13
4d6 ⇒ (1, 6, 6, 5) = 18 17
4d6 ⇒ (5, 6, 1, 5) = 17 16
4d6 ⇒ (3, 4, 3, 5) = 15 12

This seems like a good set of dice. I'll mull it over. Just a heads up to those that are looking at being a were jackal. Jackals are technically a sub-type of wolf (atleast when compairing DNA). So I would suggest using a wolf base but that's just a though...


Just a bump to the question on firearms (in cast it get buried)

will not affect character background but will affect the crunch once I work on building the character.

trying to create a backstory worthy of a level 6 adventurer.

(friends, enemies, allies, and lovers)

Lantern Lodge

Actually the golden jackel is, but other jackels actually come from the branch with african wild dogs and dholes and almost became a seperate genus altogether.


Think I've finally decided on my character's concept. Kirsteen will be an Aasimar Cleric of Sarenrae and a scholar and librarian in service to the Temple of the Eternal Sun. She's interested in preserving some of the religious artifacts that are to be found in the tomb.


My rolled statistics, although a nice 20 point buy, do not fit the spread of the character I was originally planning. I am considering a Bard, but I need to know if there is any leveling that will be going on while we are doing this module or we will kind of be stuck at level 6 for the duration. I hate planning for the future if there isn't one.

Edit: oh, and Hi Joy. :)


Never played a necromancer, but it's often one of the common monster types for ruins, and deserts. Would be fitting for someone doing research in Sothis, it is a giant dead bug shell after all.

Grand Lodge

I present to you Torsk, a Half-Orc Monk...the stats are all fleshed out just gotta finish the background stuff. I hope i get one of the 6 spots :)


DarkLightHitomi wrote:

@Ijen True but PF doesn't actually use level adjustments and another GM of mine had me be completly be same level as everyone else with a weretiger (OMG much more dangerous then a fox)

@ GM PF has no stats for jackels though having looked them up I could make a stat block for them if you want.

Foxes are also found in egypt.
I like silver foxes better (and get a higher speed too) but could go with a side striped jackel (this wouldn't give me much of anything other then a bite d4 atk, and the things every lycan gets).

Edit; considering stats Im going to look at oracle and see what it has to offer (I hate prepping spells with a passion or I would go wizard)

They are called Jackelweres instead of werejackals.


Sorry I have had a somewhat busy day at work. You should level at least once during the adventure probably twice. I was also thinking (if the story works) there is another module I could toss onto this or something... we'll play it by ear.

Guns would be exotic weapons. and very rare.

Bards are cool, I always wanted to play darabukka playing Aasimar bard... but feel free.

Lantern Lodge

GMEDWIN wrote:
DarkLightHitomi wrote:
...
They are called Jackelweres instead of werejackals.

Yep, recently found when another player mentioned them (I don't use that srd normally), however they are not lycanthropes (though similar enough to work) but also I need to seperate what stats I would get.

I am also worried about how they are seen in your game, according to the srd they are quite evil, of the crazy sort.


Here is the first draft for
Alistair Cooper

first draft backstory:

Character: Alistair Cooper
Human Bard (Archeologist) 3 / Fighter (Cad) 3

Alistair Cooper was born in Absalom to a fairly wealthy family. Being a rather rambunctious youth, always finding him in trouble and cavorting with the wrong sort of kids; Alistair was the kind of kid that was always caught looking up a girl’s skirt. As a result of his chaotic ways he was sent off to a boarding school for boys where he excelled in history; among other “unofficial” studies.

In an effort to snap Alistair into reality he was sent off on an historical field study to Osirion. The expedition was to be financed by the Lady Exemplar Khymrasa to be a part of a dig near the Slave Trenches of Hakotep. The expedition was both an educational field study as well as a recruitment tool for the Pathfinder Lodge, to see who would be worthy to be trained as a Pathfinder.

While on the dig Alistair met a young girl by the name Rana. Rana was a fiery red haired Sorceress and, (as luck would have it), the daughter of Lady Khymrasa. They soon became close friends / lovers; much to the objection of her mother.

During the dig Alistair uncovered what appeared to be a puzzle box. Neither Rana nor Alistair was able to decipher the hieroglyphs on the puzzle box. But they knew that it was the key to something more. They brought the box to the Pathfinder Venture-Captain Jalden Krenshar as he was leading the expedition along with several other Pathfinder members. Jalden informs them that Pathfinder Abasi was the best source to translate the glyphs as he was a well versed Osirionologist.

Abasi examined the box he immediately realized what it may be, Abasi thought it best to keep the knowledge to himself. He told Alistair and Rana that he would need more time to figure out the box he sent them on their way back to the dig.

Abasi realized that the box held the secret to a lost tomb that could change the Osirion nation forever. He was able to decipher the hieroglyphs and open the box to reveal the secrets within. But in doing so, the power of the box now opened, corrupted Abasi and poisoned his mind with great evil.

Abasi needed to remove those that stood in his way to achieve his goals and become the “Immortal Pharaoh”. He used his magic to eliminate the other Pathfinder’s on the dig thus beginning a major conflict at the Trenches of Hakotep. Alistair and Rana joined with Jalden to try and stop Abasi, but, unfortunately Rana was killed in the fight.

Lady Khymrasa blamed Alistair for the death of her daughter, a hatred that has festered for the next several years, even to this day. Lady Khymrasa also realized that Abasi was partly to blame, but he possessed something that she wanted, the puzzle box.

Alistair went into hiding to avoid Abasi having teamed up with the rogue Zuri and making connections in the Sothis black market of illegal antiquities trade. Zuri and Alistair, who now went by the title Professor Cooper, went on several expeditions / adventures with Zuri obtaining artifacts to be sold on the Black Market, and making a name for them among the Pathfinders.

Lady Khymrasa decided to hire a group of adventurers to track down and kill Abasi and obtain the puzzle box. She made contact with Kalim Rafiki (a desert nomad/ ranger) who was a pathfinder member trained to track and eliminate rogue pathfinders.

Alistair would frequently find himself locked up in the prison cells of the lodge in Sothis because of his dealings with Zuri. Eventually Alistair grew tired of taking the fall for Zuri and managed to get him turned over to the Pathfinder Lodge for prosecution.

But before Zuri could be tried, Kalim sought the help of Alistair to track down Abasi which would lead him to the Ruins of Tumen. Zuri had managed to obtain a map that was supposedly to detail inside the ruins where they had hoped to find Abasi. This was Zuri’s “ace in the hole” to save his neck.

An uneasy alliance was formed, the Pathfinders had to reluctantly trust Zuri to help track down the rogue Pathfinder. Abasi was discovered there inside a crypt within the ruins seeking to commune with one of the mummies buried within. The trio of adventurers battled Abasi and his undead minions and finally defeated him. But the puzzle box was lost through a gate to the underworld.

Back in Sothis the trio parted ways Zuri (now pardoned by the lodge for his assistance in the elimination of Abasi) continued his scheming and proved to be more of a nemesis than an ally, always involved in the illegal antiquities trade of the region.

Kalim returned to his people in the desert and Alistair (now promoted to full pathfinder member) accompanied him to help defeat a group of nomadic barbarians raiding trade routes in the region. Alistair was appointed to the rank of captain in the Osirion volunteer militia where he managed to end the barbarian raids and restored trade routes along the River Sphinx.

Alistair (now called “Guard Captain Cooper”) continued his duties maintaining the safety of the southern trade routes, commanding his small militia force, but it wasn’t long before the Pathfinder lodge would contact Alistair again….

GM - Sent you a PM awaiting answer before post stats so I provide the character that adheres to the required rules


@ GMEdwin: how to you feel about 'home brew' magic items? for example. for a rogue, A ring of reduce person would be great (+2 dex, bonus to stealth for size etc.) I know that the spell can be made permanent with a permanency spell, but they just cast dispel on you and its gone and thus a waisted 2.5k. However by making it an item, you can turn it on and off at will for 4k. It can still be suppressed by dispel, but atleast its not gone. I kinda figure its a hit and miss with home brew, this is just an example. Obviously some are not permissible (mage armor for +4 AC, Truestrike for +20 to hit) But I figure there are others that are more reasonable.

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