MUMMY'S MASK ADVENTURE PATH - GM Spazmodeus

Game Master Spazmodeus

1st Gozran, 4714
The Gate To The Necropolis

Map of the Necropolis

Combat Map


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Jereru wrote:
What would you think of a reflavouring of the Ravener Hunter to be centered about Osirion instead of Mangwi?

I am willing to do some reskinning but this one may be too much to make it fit. The flavor of this isn't really in the AP enough in my opinion.

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Akil - Khalid wrote:
May I present Akil Khaled Aasimar cleric Herald Channeler of Horus.

After reviewing this one more, I am going to recommend switching to a different character. Too much overlap in the party it feels. I like the character concept, but it is the wrong fit for the party. Please submit something else though, if you wish to play. Thanks.


I'm going to throw a dot here. No promises.


Talalmackk Chirronna wrote:
Jereru wrote:
What would you think of a reflavouring of the Ravener Hunter to be centered about Osirion instead of Mangwi?
I am willing to do some reskinning but this one may be too much to make it fit. The flavor of this isn't really in the AP enough in my opinion.

Yeah, I might have to agree, sadly... I was thinking maybe 'the power of the desert' or something like that, but seems a bit too far-fetched.


After looking at numerous options, concepts and build possibilities I have decided on a spiritualist (shadow caller)/rogue (cutpurse) that will fit the character concept the best. I will be completing it over the next few days. I will be doing a even class distribution so I will fulfill the trap finder/skill monkey and secondary healer role. let me know if there are any questions.


Here's an update for Abu Shufta. I'll be adding his background later today hopefully. He's currently stated to be a very good trap finder and solid disabler, as well as a decent if limited face. Let me know if there are any questions :)


I'd love to submit Mahzuzi al-Wati for your consideration. :)


Throwing my name in the hat with an unchained summoner. It's going to be a melee bruiser alongside his eidolon, kind of 2 beatsticks for the price of one. I like the idea of using a fauchard to crit fish/trip everything and butterfly's sting to let my eidolon smash heads with a constantly-critting butchering axe.


Dotting my interest...Planning on building a Shaman's Apprentice Half-Orc Fighter with a Sacred Tatoo. He will be aiming at the Living Monolith PrC because I love the flavor of it and this is the perfect AP to build one in...As such he will be taking the Sphinx Riddler campaign trait.

The build is intended to be the melee tank & Damage sponge that the others stand behind.

If this rough outline of the character plan is okay then Full crunch and background probably by Wednesday.


I have a question about re-skinning an eidolon. I plan to go with the Twinned Summoner archetype, which has to use the Twinned eidolon type. So far so good. However, there's another eidolon type that got me thinking.

The Ancestor eidolon type is a manifestation of, well, an ancestor. The campaign trait Mummy's Curse involves one of your ancestors being cursed by a mummy (these names are pretty self explanatory lol). Could I reskin my Twinned eidolon into being my ancestor? Fluff change only, but I think it'd be pretty interesting if an ancestor of mine from thousands of years ago somehow noticed that old crypts are opening and was like "hey, I'll help this kid kill mummies and maybe finally get this curse off my whole damn family tree".


Lekkric18 wrote:

I have a question about re-skinning an eidolon. I plan to go with the Twinned Summoner archetype, which has to use the Twinned eidolon type. So far so good. However, there's another eidolon type that got me thinking.

The Ancestor eidolon type is a manifestation of, well, an ancestor. The campaign trait Mummy's Curse involves one of your ancestors being cursed by a mummy (these names are pretty self explanatory lol). Could I reskin my Twinned eidolon into being my ancestor? Fluff change only, but I think it'd be pretty interesting if an ancestor of mine from thousands of years ago somehow noticed that old crypts are opening and was like "hey, I'll help this kid kill mummies and maybe finally get this curse off my whole damn family tree".

That is an amazing piece of fluff if I do say so myself.


Finally I had the time to write down something. I haven't been too descriptive about the exploration of the necropolis because I don't know what can be - or was - found there, and also because I'm not sure if you want us to know the group beforehand or that we have done the exploration with some other groups. I've also realised I've got another trait to pick, so if I choose something that should be mentioned, I'll tweak the story a bit, but mostly, these are the basics.

Senophris:

Senophris doesn’t remember much of his childhood before entering his internship in the temple. He supposes his parents were probably victims of a war, a raid or slavery. How could he, a mixed product of two very different heritages, survive for some time in the streets of Sothis is something he hasn’t got an answer to except that he had a tremendous amount of luck. Thankfully, he was gathered together with some other children by the benevolent priests of Wadjet and given some food and shelter in what one could call an orphanage, but even poorer.

Soon he would come to appreciate the priests’ labour, and felt the calling. Among his brothers, he found acceptance and companionship. Being a big guy, he chose to enter the belligerent branch of the church, and felt his skills were greatly appreciated. Once more, he thought, luck smiled on him.

Recently, due to the Pharaoh’s policies on the necropolis of Wati, Senophris and some other brothers were sent on missions to assure that the knowledge and artifacts unearthed in the necropolis wouldn’t serve the wrong agendas. Senophris travelled to Wati and joined one of the groups that explored the site, bringing back some artifacts and books to Wadjet’s clergy to be studied and kept in custody.

Senophris is a steady guy, the one who you know you could rely on. Not the most talkative, that’s for sure, and quite ugly even for a mixed one, but definitely someone who tries to do things right and acts with collective wellbeing in mind. His bulk, and the razor sharp tusks sprouting from his mouth, are usually enough to settle things when here’s around, but actually, Senophris has got a heart of gold.

Senophris can be easily recognised thanks to his tusks, the tattoo of an uraeus - the sacred cobra - covering his whole right arm and his clerical white robes, which he wears even when armored.

Senophris is a Sanctified Slayer Inquisitor. For now, he's set to be one of the party's DPS, and could develop some other secondary roles with minor changes/retraining depending on what we need and who's picked.

Dark Archive

Lekkric18 wrote:

I have a question about re-skinning an eidolon. I plan to go with the Twinned Summoner archetype, which has to use the Twinned eidolon type. So far so good. However, there's another eidolon type that got me thinking.

The Ancestor eidolon type is a manifestation of, well, an ancestor. The campaign trait Mummy's Curse involves one of your ancestors being cursed by a mummy (these names are pretty self explanatory lol). Could I reskin my Twinned eidolon into being my ancestor? Fluff change only, but I think it'd be pretty interesting if an ancestor of mine from thousands of years ago somehow noticed that old crypts are opening and was like "hey, I'll help this kid kill mummies and maybe finally get this curse off my whole damn family tree".

As a purely RP element, I am okay with this. I’d rather it be played as an uncertainty though. You have suspicions but not definitive proof as you ancestor does not retain all of his memories in the process.

Here is where we are with the submissions so far. If I am missing one, or if I missed a response, feel free to let me know. Thanks.

Malera Hann (HatersInHeaven): Osirian Human Divine Hunter (Paladin) Assuming FCB applies to HP, everything looks good with Malera.

Shani (Newbonomicon): Human Oozemorph (Shifter) Looks Good.

Teos of An (Daniel): Garundi Human Fighter

Teon of An:
A few issues here but not deal breakers.
  • Khopesh: While in theme this is an exotic weapon. I may have missed something but I think you need the exotic weapon proficiency for this one.
  • Traits and Drawbacks: While not specified I am okay with the Drawbacks and this fits with the story so I appreciate that. Having a drawback means you can select another trait though, so you are one short on traits.
  • Traits, part 2: The armor expert trait may be unnecessary. Your current armor, as is, has no ACP. It could even be considered -1 if that could be done (armor training). I’m not saying to switch it, just wanted you to know how I am seeing it.
  • Skills: This one is the big (relatively) one. Looking over skills I think you spent too much. I came to 23 points used and from what I can see you should have 16. Can you either update the sheet showing the math or send me a private message with it. I know you use Herolab from your post and I’ve seen mixed results from that program. Of course, I am not perfect so seeing the math will help me out. Thanks.

Nimaethep (Starfox_SFX): Catfolk Monk of the Lotus-Nimble Guardian-Trapsmith (Monk/Rogue) Still reviewing.

Ebron Rys (Jagael): Elf Blood Arcanist (Arcanist) Looks Good.

Alderway (Skelatox): Wyrwood Sniper (Slayer) Still reviewing.

Asaran Neitekh (Tilnar): Human Divine Tracker-Trapper (Ranger) Still reviewing.

Amadune (Darkwing_DM): Human Cutpurse-Shadow Caller (Rogue/Spiritualist) Reviewing.

Abu Shufta (Baggageboy): Half-orc Phantom Blade (Spiritualist) Still reviewing.

Helikon: Aasimar Herald Caller of Horus (Cleric) Asking for new submission.

Eriktd: Gnomish Aasimar Archeaologist (Bard) Not comfortable with the small reskin of the aasimar.

Senophris (jereru): Sanctified Slayer (Inquisitor)
Gummy Bear: Human Speaker of the Past of Stone (Shaman)
Brainiac: Catfold Unchained Catburglar (Rogue)
Cuan: Pahmet Dwarf Psammokinetic (Kineticist)
Jereru: Inquisitor or Molthuni Arsenal Chaplain (Warpriest)
Clebsch73: Fighter and/or Monk
Houstonj: sacred shield-warrior of holy light (Paladin)
Lekkric18: Twinned Summoner (Summoner)
Nairb the Grey: Half-orc Fighter (working towards Living Monolith)
Pauljathome: DOT/Interested
MattZ: DOT/Interested
Sapiens: DOT/Interested
GM Aest: DOT/Interested


Ok, I think I got it figured out now...realized that I had background skills on, so just removed those. Added the exotic weapon feat and switched out Armor Expert for Tongue of Many Towns. (Was not too sure but should I have 4 traits due to the disadvantage, or just 3?).
Think that should do it!

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Teos of An wrote:

Ok, I think I got it figured out now...realized that I had background skills on, so just removed those. Added the exotic weapon feat and switched out Armor Expert for Tongue of Many Towns. (Was not too sure but should I have 4 traits due to the disadvantage, or just 3?).

Think that should do it!

Seems good now. And yes, 4 traits would be correct, so you can select another one. Thank you.


I have updated my character on the forum, it includes a breakdown of all my skills and contains a link to some of the archetypes and substitutions if that is helpful in your audit.

It also contains a correction to the original sheet (adds str to damage) and a small stat tweak (int 12 --> 13, cha 13 --> 12).

Silver Crusade

I hadn't even realized that Sekhmet was a possible Diety :-).

Right, I definitely have almost all of my character ready. I have just one question left.

Mechanically, he is a Hunter (Scarab Stalker) with a "Small Cat Companion" (Now grown to Medium size at level 4) companion. The two very much fight as a team.

He definitely worships one of the old religions (Devotee of the Old Gods trait). Mechanically, he is getting NO benefit from his religion. So the question is "just" chrome (but incredibly important chrome). There is NO mechanical difference caused by this.

He views his Animal Companion, and their partnership, as sacred to his diety.

So, I see 3 alternatives. I'd prefer the first but all are acceptable

1) He worships Sekhmet and his "Small Cat" companion is a lioness. This makes a lot of sense to me. Lions are actually RIGHT on the line between medium and large and it makes perfect sense to me that the significantly smaller lioness is a "small cat"

2) He worships Sekhmet and his companion is a Leopard. Either Leopards are close enough for Sekhmet or his belief that his companion is sacred is actually totally false (its been thousands of years, some errors are likely to have crept into things :-))

3) He worships Bastet and his companion is a Leopard. Either Leopards are close enough for Bastet or his belief that his companion is sacred is actually totally false (its been thousands of years, some errors are likely to have crept into things :-))

[Aside] Real world Egyptian religion is fascinating, at least partially because it changed so much over the millenia. In our real world, Bastet STARTED as a Lioness God (very similar to Sekhmet) and only later turned into the pussy cat God we've come to love :-)[/Aside]


I have another question. Does the Boon Companion feat work for eidolons, and if not is there an equivalent feat that I could take?


Submitting a dwarf terra-cotta monk from the Pahmet people of Osirion. Details are in the profile. He is not an overpowering fighter, but he has very strong saves, a high AC (higher against undead) and lots of hit points. I used the standard PFS 5 points per level and put his favored class points into the ability to ignore hardness when striking with his fists. He has a natural connection to other Pahmet dwarves and monks who are tasked with preserving the sanctity of graves, so he could be drawn into the events not so much as someone wanting to get rich but as one wanting to make sure the dead are not disrespected.

I've never run a dwarf before but I like how Djzero turned out and I hope I get to run him.


I was looking over the various bonuses Djzero gets from various racial traits, class skills, and traits, and I noticed something odd. The alternate racial trait Death's End (Source: Heroes from the Fringe, p. 5) states

Heroes from the Fringe wrote:

Death’s End: Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.

This replaces defensive training and hatred.

But the saving throws seem redundant to the racial trait Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Does this mean that the bonus on saving throws against spells and spell-like abilities cast by undead stacks with the bonus from Hardy, since only Hardy mentions the racial bonus? If not, then maybe could the Death's End replace defensive training and hardy? If not, then I'll see if I can replace Hardy with something else.


Ok I finished Abu's background and made a few updates. This should be fineal pending any feedback. If chosen I could adjust a few things to meet team needs pretty easily.

Btw I hate trying to find a decent avatar image. Always such a pain and I'm never satisfied lol.


Made some minor updates to Alderway.

Changelog:
- Changed him from LG to NG, because, to be honest, it fits him a lot better.
- Swapped the 'Enemy of Slavers' trait for the 'Adopted (Halfling)' trait, and taking Freedom Fighter as the resulting race trait.
- Made some minor tweaks to his backstory, particularly around the time spent in the Halfling village. I'll add more about his time since arriving in Wati (once I have a better idea of what has actually been happening in the Half-City).
- Added rudimentary Description and Personality sections.


Abu Shufta wrote:

Ok I finished Abu's background and made a few updates. This should be fineal pending any feedback. If chosen I could adjust a few things to meet team needs pretty easily.

Btw I hate trying to find a decent avatar image. Always such a pain and I'm never satisfied lol.

Maaan, do I feel that. There are no pictures for most of the rarer races, and nothing even close to a wyrwood.


Will rework my paladin tomorrow. Chat game last night. BSA Troop meeting tonight. Neither gave me time for a full character build.

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Alderway wrote:
Abu Shufta wrote:

Ok I finished Abu's background and made a few updates. This should be fineal pending any feedback. If chosen I could adjust a few things to meet team needs pretty easily.

Btw I hate trying to find a decent avatar image. Always such a pain and I'm never satisfied lol.

Maaan, do I feel that. There are no pictures for most of the rarer races, and nothing even close to a wyrwood.

Oh yeah! Same here.

Dark Archive

pauljathome wrote:
So, I see 3 alternatives. I'd prefer the first but all are acceptable.

I’m ok with any of these possibilities. Mechanically it is a “small cat”, but it can be a lioness.

Lekkric18 wrote:
I have another question. Does the Boon Companion feat work for eidolons, and if not is there an equivalent feat that I could take?

It is specific to Animal Companions and Familiars. If there is a feat that allows similar for Eidolons I am not aware of it, nor would I be comfortable with this reskin of Boon Companion.

"Djzero” wrote:
Does this mean that the bonus on saving throws against spells and spell-like abilities cast by undead stacks with the bonus from Hardy, since only Hardy mentions the racial bonus? If not, then maybe could the Death's End replace defensive training and hardy? If not, then I'll see if I can replace Hardy with something else.

Given the confusion from different sites (Archives vs. PFSRD), I will need to see the source material in order to make a ruling on this one. I don’t own this book, can you get me access to it?

Here is where we are with the submissions so far. If I am missing one, or if I missed a response, feel free to let me know. Thanks.

Malera Hann (HatersInHeaven): Osirian Human Divine Hunter (Paladin) Assuming FCB applies to HP, everything looks good with Malera.

Shani (Newbonomicon): Human Oozemorph (Shifter) Looks Good.

Teos of An (Daniel): Garundi Human Fighter All set.

Nimaethep (Starfox_SFX): Catfolk Monk of the Lotus-Nimble Guardian-Trapsmith (Monk/Rogue) Still reviewing.

Ebron Rys (Jagael): Elf Blood Arcanist (Arcanist) Looks Good.

Alderway (Skelatox): Wyrwood Sniper (Slayer) Still reviewing.

Asaran Neitekh (Tilnar): Human Divine Tracker-Trapper (Ranger) Still reviewing.

Amadune (Darkwing_DM): Human Cutpurse-Shadow Caller (Rogue/Spiritualist) Reviewing.

Abu Shufta (Baggageboy): Half-orc Phantom Blade (Spiritualist) Still reviewing.

Djzero (Clebsch73): Dwarf Terra-Cotta Monk (Monk) Reviewing.

Helikon: Aasimar Herald Caller of Horus (Cleric) Asking for new submission.
Eriktd: Gnomish Aasimar Archeaologist (Bard) Not comfortable with the small reskin of the aasimar.
Senophris (jereru): Sanctified Slayer (Inquisitor)
Gummy Bear: Human Speaker of the Past of Stone (Shaman)
Brainiac: Catfold Unchained Catburglar (Rogue)
Cuan: Pahmet Dwarf Psammokinetic (Kineticist)
Jereru: Inquisitor or Molthuni Arsenal Chaplain (Warpriest)
Houstonj: sacred shield-warrior of holy light (Paladin)
Lekkric18: Twinned Summoner (Summoner)
Nairb the Grey: Half-orc Fighter (working towards Living Monolith)
Pauljathome: DOT/Interested
MattZ: DOT/Interested
Sapiens: DOT/Interested
GM Aest: DOT/Interested


GM, if there is no comment by our submission, how should we interpret that?


I would like to submit Rerus Ingundl for your consideration statblock in profile backstory will be written in the next few day.


Talalmackk Chirronna wrote:
"Djzero” wrote:
Does this mean that the bonus on saving throws against spells and spell-like abilities cast by undead stacks with the bonus from Hardy, since only Hardy mentions the racial bonus? If not, then maybe could the Death's End replace defensive training and hardy? If not, then I'll see if I can replace Hardy with something else.
Given the confusion from different sites (Archives vs. PFSRD), I will need to see the source material in order to make a ruling on this one. I don’t own this book, can you get me access to it?

Here is the section in Heroes from the Fringe on Pahmet Dwarves.

Heroes from the Fringe wrote:

Pahmet Dwarves

The Pahmet have been present in Osirion since ancient days and claim to have been sent by the gods to warn the pharaohs of impending crises and disasters. Though most scholars suspect that claim is more legend than history, the ancient pharaohs of Osirion treated the Pahmet with great reverence. In return, the Pahmet guard Erekrus, a necropolis in the mountains of southern Osirion, where the Pahmet interred the bodies of pharaohs deemed particularly worthy.
The Pahmet are a rigid and often mistrusting people; it is common for its members who avoid contact with outsiders to have the xenophobic alternate racial trait. Many Pahmet have the lorekeeper, mountaineer, rock stepper, and surface survivalist alternate racial traits. Those who come from long lines of keepers who dedicate themselves to the guarding of tombs also often have the death’s end alternate racial trait described below.
Death’s End: Some Pahmet come from long lines of guardians who train to defeat any undead that enter the tombs they protect. Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead.
This replaces defensive training and hatred.

For clarity and ease of reference, the core rules state:

Core Rulebook wrote:
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Since it appears those with the Hardy racial trait already have a +2 bonus on saving throws against spells and spell-like abilities, the +2 bonus on saving throws and spell-like abilities cast by undead seems to add nothing, unless the two bonuses stack.


FYI, on the web site differences, there are 4 things to remember:

1) Archive of Nethys is now the official home of the material.
2) Archive of Nethys gets to include the full text, including the non-open source information, because he makes no profit through his posting of the site.
3) Because there's no profit, the Archive of Nethys is basically a labor of love, and the guy hosting it has a lot of trouble keeping up with everything.

4) Because it is a for-profit site, PFSRD20 has to use ONLY the open-source material, but they can pay for a staff, and their site incorporates all the errata . . ..

Generally, I use whichever I already have up for the quick scan and thought/evaluation process, but I always check and compare the text between the two, trying to make sure that I'm working both within setting limits and incorporating the applicable errata.

Edit: At a quick glance at the Pahmet Dwarf question, I would be looking for errata for Heroes from the Fringe noting that the alternate racial traits provide bonuses of the type RACIAL. By the letter of the two texts, Hardy provides a RACIAL bonus and DEATH's END provides an UNTYPED bonus.

I honestly doubt that such was actually the intent, but it is what the formal text on Nethys says . . .. And the normally errata-integrated text on PFSRD20 matches. <shrug> I guess it depends on whether you are a "letter of the text" or "my understanding of the intent" kind of rules interpreter. I am generally a "my understanding of the intent" kind of player, myself.


hit dice Nathifa: 3d8 ⇒ (1, 7, 7) = 15
reroll 1: 1d8 ⇒ 8
hit dice BasekaMau: 4d8 ⇒ (1, 3, 7, 6) = 17
reroll 1: 1d8 ⇒ 8

Summary - An Osirion human Scarab Stalker Hunter who is a partner to BasekaMau, a Small Cat (Medium Lioness) Bodyguard Companion. A worshipper of Sekhmet she views hew Lioness companion as a sacred gift and obligation.

She is fascinated by the history of her people in general and of Sekhmet in particular and has become an adventurer at least in part to further her knowledge.

I'll finish up Tanit tomorrow morning (Stats are probably correct, need to add background etc)


hustonj wrote:

FYI, on the web site differences, there are 4 things to remember:

1) Archive of Nethys is now the official home of the material.
2) Archive of Nethys gets to include the full text, including the non-open source information, because he makes no profit through his posting of the site.
3) Because there's no profit, the Archive of Nethys is basically a labor of love, and the guy hosting it has a lot of trouble keeping up with everything.

4) Because it is a for-profit site, PFSRD20 has to use ONLY the open-source material, but they can pay for a staff, and their site incorporates all the errata . . ..

...

Good to know; thanks! I'll check for errata on Heroes from the Fringe and post if I find anything.

I'm probably going to adjust Djzero's racial traits regardless of what the decision is on this to replace greed with lorekeeper and to replace weapon familiarity with shadowhunter.

If the benefit of Death's End does not stack with hardy, I will probably replace hardy with magic resistant.

Edit: I didn't find any errata. I'll post a question on Paizo rules forum thread. See what others think.


Senophris ready. I might tweak some minor things, like a skill point here and there or a purchase with the gold he still has got left, but mostly that's it.


Ok, everything should be in my profile now. If there are any issues please let me know


Asaran has been modified based on the different character generation rules. Have a little left over to spend on consumables, but otherwise good to go. (Unless I missed something, of course)

Dark Archive

Busy Day Today. I may not get to post much, sorry. I will do what I can though.

Gummy Bear wrote:
GM, if there is no comment by our submission, how should we interpret that?

In this case Gummy, it means I hadn’t seen more than a concept. It was an oversight on my part, as it seems more like a plan than an actually built character. I apologize. I am review later tonight.

hustonj wrote:
FYI, on the web site differences, there are 4 things to remember:

All valid points. The source though is newer and I have never actually seen it. AON is official but has been known to make mistakes so I wanted to see the actual source to confirm. Kind of along the same lines of PFS in my opinion.

Djzero wrote:
Edit: I didn't find any errata. I'll post a question on Paizo rules forum thread. See what others think.

Keep me up to date on it. Given AON is more official I am inclined to accept it and if the source says the same (and I assume you are copying the quote from the source), it does seem like it would stack. Different bonus types.

Here is where we are with the submissions so far. If I am missing one, or if I missed a response, feel free to let me know. Thanks.

Malera Hann (HatersInHeaven): Osirian Human Divine Hunter (Paladin) Assuming FCB applies to HP, everything looks good with Malera.

Shani (Newbonomicon): Human Oozemorph (Shifter) Looks Good.

Teos of An (Daniel): Garundi Human Fighter Looks Good.

Nimaethep (Starfox_SFX): Catfolk Monk of the Lotus-Nimble Guardian-Trapsmith (Monk/Rogue) Mostly looks good. Touch of Serenity should be 2/day (1/day per monk level, +1/day for for every 4 other levels). Might want to add Survial skill as it has a bonus beyond default.

Ebron Rys (Jagael): Elf Blood Arcanist (Arcanist) Looks Good.

Alderway (Skelatox): Wyrwood Sniper (Slayer) Still reviewing.

Asaran Neitekh (Tilnar): Human Divine Tracker-Trapper (Ranger) Still reviewing.

Amadune (Darkwing_DM): Human Cutpurse-Shadow Caller (Rogue/Spiritualist) Reviewing.

Abu Shufta (Baggageboy): Half-orc Phantom Blade (Spiritualist) Still reviewing.

Djzero (Clebsch73): Dwarf Terra-Cotta Monk (Monk) Reviewing.

Rerus Ingundl (flooraboleth): Human Shifter Reviewing.

Tamit (Pauljathome): Human Scarab Stalker (Hunter) Reviewing.

Senophris (jereru): Half-orc Sanctified Slayer (Iquisitor) Reviewing.

Helikon: Aasimar Herald Caller of Horus (Cleric) Asking for new submission.

Eriktd: Gnomish Aasimar Archeaologist (Bard) Not comfortable with the small reskin of the aasimar.

Brainiac: Catfold Unchained Catburglar (Rogue)
Cuan: Pahmet Dwarf Psammokinetic (Kineticist)
Houstonj: sacred shield-warrior of holy light (Paladin)
Lekkric18: Twinned Summoner (Summoner)
Nairb the Grey: Half-orc Fighter (working towards Living Monolith)
MattZ: DOT/Interested
Sapiens: DOT/Interested
GM Aest: DOT/Interested


I present for your input Sertonek Bersiv, A Shaman's Apprentice Half-Orc Fighter with a Sacred Tatoo. He has taken the traits Sphinx Riddler, Artifact Hunter, and Finish the Fight.

Sertonek Bersiv
M NG Half Orc (Sacred Tatoo/Shaman's Apprentice) Fighter, Level 4, Init 1, HP 40/40, Speed 20
AC 21, Touch 11, Flat-footed 20, CMD 19, Fort 8, Ref 3, Will 4, CMB +8, Base Attack Bonus 4
Heavy Flail +8 (+9*) (1d10+6, 19-20x2)
Spiked Armor +8 (+9*) (1d6+2, x2)
Orcish Horn Bow (Compound +4) (20 Common, 20 Blunt, 10 Thistle) +5 (+6*) (2d6+4, x3)
Spiked Full Plate +1 (+10 Armor, +1 Dex)
Abilities Str 18, Dex 12, Con 16, Int 13, Wis 10, Cha 8
Condition None

Mechanically speaking he is a bruiser in heavy plate armor focused on getting to the front lines and brutalizing people with a heavy flail. If there is no way to reach his enemy he will resort to using his Orcish Horn Bow to shoot them from afar.

Background wise, Sertonek was an orphan raised by the shaman of his orc tribe within the Mwangi expanse. He grew up knowing that might makes right, but the shaman that was his surrogate father also taught him the value of knowledge, and the power that can come from it. Serton, the shaman, would often set him riddles or puzzles that he would have to answer before he could be dismissed from his work. Be unable to answer, or give a poorly reasoned answer, and he would be punished with a lash. As an apprentice Sertonek learned that a muscular brain is just as important as a muscular body.

His mentor also tutored him in ancient knowledge and languages, although he never showed much aptitude for any of them except for Sphinx. Since the day he first heard about the enigmatic beasts that were a perfect combination of wit, wisdom, and wild power, he has been enamored with them.

He has traveled to Osiron in hopes of meeting a Sphinx and convincing them to give him a blessing of their power. He also hopes to bring antique treasures from the expedition home to his master.


After thinking about it a bit, I'm going to make some adjustments to the character, so you might want to hold off doing a close study until I post my 2nd draft. Nothing major is going to change, but I've decided I want a few more skill ranks, so I'm going to do something I don't usually consider and drop the charisma to 6 and work out how to boost the Int up to 12. As mentioned earlier, I also want to adjust the racial traits a bit as well. I think these changes are in line with the character concept and not power gaming.

The Pahmet dwarves are likely less comfortable and skilled at social interactions, so the low charisma is consistent with how I planned to RP the character anyway. I plan to add a skill rank in a craft and profession skill to give the dwarf some skill at stone mason work. That seems consistent with the character concept as well, since he could then be consulted on crypt construction and is also consistent with the Terra-Cotta Monk's focus on stone and earth. I will probably pump the remaining two ranks in knowledge skills. Djzero will never be an expert, but I like to at least have the option of making a roll when there is knowledge to be gleaned.

Anyway, I'll post again when I've made the adjustments and I'll have a spoiler at the bottom to detail how the skill ranks were distributed and the scores calculated.


Here is a 20 point buy, 4th level version of Meriui bin Mercia, for your consideration.

He is a glowing light of security and safety for his allies, not really a beat-stick that easily eliminates foes.

Description: The dark tattoos across the young man's clean-shaven chin and the dark pits the matching ones make of his eye sockets are pretty universally the first things people notice about the young Kelishite. His almond-colored eyes, black hair and the tattoos combine to leave little doubt that he is Kelish in origin. His solid metal armor is fairly simple, but with an angelic ankh engraved into the breastplate. Wearing that much metal brings him some derision. The tower shield, on the other hand, has many desert people openly laughing at him, as anyone with his obvious background knows that mobility is key in open combat. The silver angelic ankh hanging by a cord around his neck is very obvious. His pack appears well-worn and loaded, though the array of weapons keeps most thieves outside arm's reach.

Background:
Meriui was Mercia's 4th son and 7th child. Her inheritance was typical of the low-end desert nomads, consisting mostly of the equipment and animals necessary to survive the nomadic lifestyle. Her husband, Zayed, had been raised as a trader, and spent a great deal of time teaching their children the arts of negotiation and flattery, mostly through examples and story-telling. Their lives were fairly normal for desert nomads. The family was camped at an oasis, while Ishaq, the eldest son, was wooing an eldest daughter expected to inherit enough goods and materials for him to easily start a business as a trader or merchant. One night during the negotiations, the other family's enemies attacked! They came using magic and summoned creatures, focusing their efforts on the tents of their enemies, leaving Mercia's family alone.

Except for the ones who tried to help fight off the attack. The other family was almost destroyed, one of the youngest girls managed to escape by hiding with Mercia. Zayed, Ishaq and Meriui (who was far too young to have been seen as threatening) threw themselves at the attacking force. The summoned creatures included not just djinn, but also demons. One of the demons took Meriui out of the fight with a couple of almost lazy attacks. Meriui survived, but was unconscious and unresponsive.

When Meriui awoke, he was in a monastery devoted the the Dawnflower. The monks said that they had been caring for him for months, since his mother had brought him in after the attack, and that she had taken the surviving members of the family to find her Mother, Rahaf. Asking why that was necessary is how Meriui found out about the deaths of his father and brother. Too young to be allowed to travel in the desert alone, Meriui found himself stuck in the monastery. Remembering his father's stories, Meriui frustrated the monks because he would try o use anything and everything that he found as though it were one of the mysterious objects from the stories. This proved especially frustrating for them when he would mange to get his hands on something actually of value, and occasionally activate them! The monks took the responsibility to their charge seriously, though, and they worked to teach him about the Dawnflower and how focused she is on helping people redeem themselves, regardless of their past, how well she works with the other gods of Good to try to protect the innocent and improve the lot of people everywhere. The lessons took, but they failed to over-ride the stories Zayed had filled Meriui's head with. As he was becoming a teenager, Meriui managed to convince Sati, a travelling cleric of Sarenrae, to allow the boy to accompany him.

Sati provided more practical lessons than the monks had, and worked on helping Meriui train his body for the dangers of the world where the monks had trained his mind to find the good and see opportunity. Sati and Meriui wandered, dong Sarenrae's work as they went, until they chanced upon Alhena, Meriui's second sister. After visiting and catching up with his sister, Meriui had little trouble getting Sati to change their plans so that he could visit Mercia. She was ecstatic to see that he had survived, introduced him to her new husband and they both encouraged him to continue devoting his life to serving Sarenrae. That shocked Meriui, and he had to think about it for several days before he could admit to himself that he had been doing exactly that. He had been reacting to his situation, to the circumstances he found himself in, but he had never actually chosen to dedicate himself to anything, yet.

Meriui asked Sati to help him actually, formally dedicate his life to the service of Sarenrae, and through her the people he would meet. Knowing the boy would never manage to be a Cleric, Sati took the older teen to the temple complex in Katheer where eh could be put through a series of ordeals and evaluations so that Sarenrae herself could tell the clergy how best to use him. His focus on positive opportunities, belief in redemption, demonstrably foolish courage, and good physical shape was matched perfectly to a vision Sarenrae gave the young man late in the process, telling him to take up the scimitar, defend those who need help and guide those that he can to the proper path. Thus, Meriui found himself become a Paladin of Sarenrae. After he finished his training, Meriui went looking for a place that he could make a difference for the Dawnflower. During this search. he heard about the opening of the Wati necropolis, and knew beyond doubt that those entering the necropolis would face the undead. He left for Wati the next day.

Combat:
Init+1 (Dex+1)
Speed 20' (x3; Armor)

BAB+4 Melee+6 Ranged+5 CMB+6 (Str+2, Dex+1)
MW Scimitar +7 for 1d6+2 @ 18+, S
MW Flail +7 for 1d8+2 @ x2, B
Javelin +5 for 1d6+2 @ x2 to 30', P, x3

-2 to all attacks while using tower shield
+1 damage vs undead

HP 40 (10 + [3x6] + [4xcon+2] + [4xFavored Class])

AC26 T11 F19 (25 W/ shield) CMD17 (Armor+9, Shield+6, Dex+1, Str+2, BAB+4)

Bastion of Good 2/Day - Halve damage to allies W/I 10' & Add (Charisma Modifier +1) as Deflection to personal AC both against target
Fight Defensively -4 Attack, +2 Dodge
Total Defense No attacks allowed, +4 Dodge
Standard Action to take cover behind Tower Shield

Fort+9 (Base+4, Con+2, Divine Grace+3)
Ref+5 (Base+1, Dex+1, Divine Grace+3)
Will+7 (Base+4, Wis+0, Divine Grace+3)

+4 trait bonus vs exposure to hot conditions
+1 trait bonus vs fire effects
Immune to Fear; Provide +4 Morale vs Fear to allies W/I 10'
Immune to all diseases

Detect Evil at will

Lay on Hands 8/Day @ 2d6 w/ Mercy: Fatigued

Holy Shield: Uses 2 Lay on Hands as Standard action: self glows as by Light; adjacent allies gain my Shield bonus; (Charisma Modifier +3) rounds duration

Power of Faith: Uses 1 Lay on Hands as Standard action: 30' nimbus of light from self; self & allies W/I gain +1 morale to AC/attacks/damage/saving throws against fear; 1 minute duration


Skills:
2+1 Int Skills
Total Skill Attribute+Ranks+Class+Specified(+Optional)
+ 1-Acrobatics 1+0+0+AC Penalty
+ 1 Appraise 1+0+0
+ 5 Bluff 3+0+0+2 Silvered Tongue
+ 1 Craft 1+0+0
+14 Diplomacy 3+4+3+2 Silvered Tongue+2 Ambassador
+ 3 Disguise 3+0+0
+ 1-Escape Artist 1+0+0+AC Penalty
+ 1-Fly 1+0+0+AC Penalty
+ 0 Heal 0+0+0
+ 3 Intimidate 3+0+0
+ 8 Knowledge (Nobility) 1+4+3
+ 9 Knowledge (Religion) 1+4+3+1 Undead Crusader
+ 0 Perception 0+0+0
+ 3 Perform 3+0+0
+ 1-Ride 1+0+0+AC Penalty
+ 0 Sense Motive 0+0+0
+ 1-Stealth 1+0+0+AC Penalty
+ 0 Survival 0+0+0
+ 2-Swim 2+0+0+AC Penalty

Armor AC Penalty -5
Armor & Shield AC Penalty -13

Feats & Traits:

Feats
H Tower Shield Proficiency
1 Shield Focus
3 Extra Lay On Hands

Traits
Campaign: Undead Crusader +1 trait to damage versus undead. +1 trait to Knowledge (Religion)
Regional: Desert Child (Desert) You gain a + 4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.
Religion: Ambassador You gain a +2 trait bonus to Diplomacy checks.


Gear:
4000 GP budget

1480.00 Darkwood Tower Shield +1 (+5/+2/-8/22.5#)
1650.00 MW Full Plate (+9/+1/-5/35%/20'/50#)
.315.00 MW Scimitar 1d6/18+/4#/S
.308.00 MW Flail 1d8/x2/5#/B/disarm, trip
...3.00 Javelin (x3) 1d6/x2/30'/2#/P (6#)
FREE Outfit, Hot Weather 4#
..50.00 Backpack, Masterwork 4#
..11.00 Kit, Paladin's 30# (a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)
..75.00 Ioun Torch -#
..25.00 Holy Symbol, Silver -1

3918 spent for 128.5# (31# is pack and contents, so 97.5# without pack) - threw away 2# normal backpack
92 GP on hand

< 58# Light - By armor/Shield
<116# Medium (133# w/ Masterwork Backpack) +3/-3/20'/x4
<175# Heavy (200# w/ Masterwork Backpack) +1/-6/20'/x3


Human (Keleshite):
Qadira
+2 Charisma
Medium
Normal Speed
Bonus Feat
Silvered Tongue (replaces Skilled) +2 Diplomacy & Bluff; Diplomacy can shift 3 steps
Languages: Common (Taldane), Kelish; Ossirian
Black hair, almond eyes

Paladin (Sacred Shield; Warrior of the Holy Light):

Alignment Lawful good
Hit Die d10
Starting Wealth 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Table: Paladin
Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Aura of good, detect evil, bastion of good 1/day
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Aura of courage, divine health, mercy
4th +4 +4 +1 +4 Holy shield, bastion of good 2/day, power of faith
5th +5 +4 +1 +4 Divine bond
6th +6/+1 +5 +2 +5 Mercy
7th +7/+2 +5 +2 +5 Bastion of good 3/day
8th +8/+3 +6 +2 +6 Aura of resolve
9th +9/+4 +6 +3 +6 Mercy
10th +10/+5 +7 +3 +7 Bastion of good 4/day
11th +11/+6/+1 +7 +3 +7 Improved bastion
12th +12/+7/+2 +8 +4 +8 Mercy
13th +13/+8/+3 +8 +4 +8 Bastion of good 5/day
14th +14/+9/+4 +9 +4 +9 Shining light
15th +15/+10/+5 +9 +5 +9 Mercy
16th +16/+11/+6/+1 +10 +5 +10 Bastion of good 6/day
17th +17/+12/+7/+2 +10 +5 +10 Aura of righteousness
18th +18/+13/+8/+3 +11 +6 +11 Mercy
19th +19/+14/+9/+4 +11 +6 +11 Bastion of good 7/day
20th +20/+15/+10/+5 +12 +6 +12 Perfect bastion
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Bastion of Good (Su) At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
This ability replaces smite evil.
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
Confused: The target is no longer confused.
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20).
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin’s lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Holy Shield (Su) At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.
At 20th level, any allies within 20 feet are protected.
Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any).
This ability replaces channel positive energy.
Power of Faith (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Divine Bond (Sp) At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. As a standard action, a sacred shield can enhance her shield by calling on the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the shield to shed light like a torch. At 5th level, the spirit grants the shield a +1 enhancement bonus. For every three levels beyond 5th, the shield gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). The reflecting enhancement may be used once each time the sacred shield makes use of her divine bond. Adding these armor special abilities consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the shield already has, but duplicate special abilities do not grant any extra benefit. If the shield is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the shield is used by anyone other than the sacred shield, but it resumes giving bonuses if the sacred shield resumes using the shield. A sacred shield can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a maximum of four times per day at 17th level.
If a shield with a celestial spirit is destroyed, the sacred shield loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this period, the sacred shield takes a –1 penalty to her armor class and on saving throws.
Aura of Resolve (Su) At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Improved Bastion At 11th level, the radius of a sacred shield’s bastion of good ability increases to 20 feet.
This ability replaces the paladin’s aura of justice.
Shining Light (Su) At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.
This ability replaces aura of faith.
Aura of Righteousness (Su) At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Perfect Bastion At 20th level, a sacred shield and her allies within 20 feet gain regeneration 10 against the target of her bastion of good ability (essentially regeneration that is overcome by any damage not caused by the target).
This ability replaces the sacred shield’s holy champion ability.
Code of Conduct A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Sarenrae's Paladin CodeI will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
I am fair to others. I expect nothing for myself but that which I need to survive.
The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
Each day is another step toward perfection. I will not turn back into the dark.

Attributes:

20 Point Buy
Base Race Start Level
+5 14 +0 14 +0 S 14 +2
+3 13 +0 13 +0 D 13 +1
+5 14 +0 14 +0 C 14 +2
+2 12 +0 12 +0 I 12 +1
+0 10 +0 10 +0 W 10 +0
+5 14 +2 16 +1 H 17 +3


Sorry for the delay, I had a short vacation. I would like to submit Devon Durant, a unique catfolk rogue, your consideration. Let me know if anything looks off.

Statistics:
Devon Durant
Female catfolk rogue (cat burglar) 4
N Medium humanoid (catfolk)
Senses: Perception +8; low-light vision

Initiative +4
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 35 (4d8+12)
Fort +4; Ref +8; Will +0; +2 vs. death and fear
Defensive Abilities cat's luck 1/day, evasion, trap sense +1

Speed 30 ft., climb 20 ft.
Melee 2 claws +7 (1d4) or dagger +7 (1d4/19-20) or mwk light mace +8 (1d6)
Ranged mwk shortbow +8 (1d6/x3)
Special Attacks sneak attack +2d6

Statistics
Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 14
BAB +3; CMB +3; CMD 17

Feats: Natural Exemplar (Sharp Claws), Weapon Finesse
Adventuring Skills: Acrobatics +11, Appraise +11, Bluff +9, Climb +15, Disable Device +13 (+15 vs. traps), Knowledge (dungeoneering) +9, Knowledge (local) +9, Perception +8 (+12 to hear conversations or find hidden objects, +14 vs. traps), Sleight of Hand +11, Stealth +13, Survival +1
Racial Bonuses: +8 Climb, +2 Perception, +2 Stealth, +2 Survival
Traits: Foreign Opportunist (+2 Appraise, sell relics at 60% value), Reincarnated (+2 trait bonus on saving throws against fear and death effects), Resilient (+1 trait bonus on Fortitude saves)
Languages: Catfolk, Common, Halfling, Osirian
SQ: Rogue talents (canny observer, fast stealth), phantom presence, trapfinding +2
Alternate Racial Traits: Climber
Favored Class Bonus: +4 HP

Gear: potions of cure light wounds, +1 mithral shirt, cold iron dagger, silver dagger, mwk light mace, mwk shortbow with 20 arrows, cloak of resistance +1, rogue's kit, mwk thieves' tools, masterwork backpack, glass cutter, glue paper (5), 7 gp

Background:
Devon Durant was born a human male. Growing up on the streets of Absalom, he struggled to make ends meet, begging and stealing to earn enough to stay fed. He became proficient in underhanded skills, evolving into a competent thief and burglar. One day, a group of adventurers caught Devon trying to pilfer their plunder, but instead of punishing him, they decided to recruit him. They were planning an expedition to the tombs of Osirion, and needed a rogue to round out their group. Devon leaped at the opportunity and soon found himself in the deserts to the south.

Devon's party delved into a pyramid full of ancient traps and guardians. One by one, the adventurers fell to the devious dungeon, all save for Devon, who ran from a climactic encounter, leaving his companions to perish in his stead. Soon, Devon discovered the tomb's inner sanctum, the final resting place of a powerful priestess of the goddess Bastet.

Unfortunately, the Sly Enchantress did not take kindly to Devon's attempt to loot her follower's final resting place. The goddess placed a powerful curse on Devon, wracking his body with pain. Fur sprouted along his body while his ears became pointed and a tail grew from his backside. His fingers warped into claws, and his body became lean, lithe, and feminine. The curse had transformed him into a human-cat hybrid--and a female one, to boot!

Humiliated by this divine punishment, Devon fled the tomb. Research has indicated that the only magic powerful enough to undo the curse is a wish or miracle spell. Few spellcasters on Golarion are powerful enough to wield such magic, and the cost of the components are extraordinarily expensive, so Devon has embarked on a quest to beg, borrow, or steal as much treasure as possible to fix her condition. The only silver lining is that the horrible loss of her identity has inured her to lesser fears.

When she heard about Wati opening its necropolis to explorers, she made her way to the city and joined up with some other adventurers, eager to gather treasures to help pay for the cure to her curse. Little does she know that the events to come will fuel her evolution from self-centered thief to hero...

Description:
As a human, Devon was tall and lanky, with pockmarked skin and a mop of brown hair. After her transformation, she is now lithe and slender and she has lost several inches of height, standing a mere 5'2". Her body is covered with soft white fur, while the tips of her ears and tail are black. Her long white hair falls to the middle of her back, and her red eyes are large and expressive. She wears a mithral shirt under a short tunic and breeches. While in towns, she normally wears a hooded cloak to try to conceal her feline features to avoid drawing attention to herself.

Appearance (More or Less)

Personality:
Devon is normally standoffish and withdrawn, doing her best to keep a low profile. If necessary, she is adept at talking fast to throw off suspicion. Ashamed at her transformation, it takes a lot for her to allow people into her life. She's a career criminal, but a reluctant one, and she yearns to break free of the rut she's found herself in.

To those she warms up to, Devon is affable and loyal. She has an innate curiosity and passion that she tries to keep hidden--traits that have only been emphasized by Bastet's curse. She hates being vulnerable in front of others.

Dark Archive

Just a reminder to those wishing to submit a character, recruitment will be closing end of tomorrow. I will be looking over things more today and tomorrow, and I may have questions into the weekend as well. I will be presenting the list either Monday night or Tuesday morning. Thanks.


Djzero has been tweaked and is ready to go.
Changes:
Charisma dropped to 6; Intelligence raised to 12.
Added skills: appraise, craft (stonemason), knowledge (nobility), profession (nobility).
Dropped feat: ironhide; added feat exotic weapon proficiency (dwarven sphinx hammer). This lowers his AC slightly but gives him a weapon that can do more damage and that can be thrown. If you think he is not as potent offensively as is needed, I will drop combat reflexes and add power attack to boost the damage more when necessary.
Replaced some racial traits with alternate trait. He now has SR 9 and can use non-magic weapons, including unarmed strike, to do half damage to incorporeal creatures.

I think Djzero can serve as a front line fighter but he has some additional skills and abilities to offer in the area of spotting traps and secret doors. He will be very hard to affect with magic and is particularly potent against undead. His background is a natural fit for the AP as he has trained all his life to be able to deal with the maintenance of necropolises.

See the profile for the crunch and fluff. I have provided a modest background entry because if selected I want to adjust it to fit the needs of explaining why he is being added to the party. Some of the background elements were generated using the Ultimate Campaign sourcebook. If the GM has a suggestion for how that background could be changed to better fit the storyline, I'm happy to make changes.

Edit: I just remembered you want a wish list. I'm going to add that as a spoiler on the profile. I'll also add a spoiler with some notes about my experience as a player and GM in a spoiler on the profile.


Hi GM, I've rebuilt Mahzuzi to be a gnome instead of an aasimar. I hope that alleviates your concerns? :)


Ah, yes. FCB is all in HP so that should be good. I’ll also add a wishlist of items sometime later tonight for your perusal.


Throwing in a dot, will rush the character together and try and get it up.

Question: what do you think of The Mummy films? I love them to bits and I want to play Imhotep in Mummies Mask!

He'll be a human Psammokineticist, so I might cross over a lot with Cuan but it's just so fluffy! Ideally I'd use a Ghoran since they have so many appropriate abilties but they're quite powerful and I'd feel bad. :) {If the GM says its ok I'd happily rebuild later ;)}

Will start building now!

HP Rolls:
HP: 1d8 ⇒ 7
HP: 1d8 ⇒ 1
HP: 1d8 ⇒ 5
HP Reroll: 1d8 ⇒ 7

Dark Archive

Nikolaus de'Shade wrote:
Question: what do you think of The Mummy films? I love them to bits and I want to play Imhotep in Mummies Mask!

Please explain what you mean by playing Imhotep. While I do enjoy the Mummy movies (well the first two at least), I am not sure if I think this is a heroic character to try to model yourself after. What are the motivations you want to incorporate? Raising your dead girlfriend from the grave? Raising an army of undead monsters to bring a plague to Osirion?

Dark Archive

Here is where we are with the submissions so far. If I am missing one, or if I missed a response, feel free to let me know. Thanks.

Malera Hann (HatersInHeaven): Osirian Human Divine Hunter (Paladin) Looks Good.

Shani (Newbonomicon): Human Oozemorph (Shifter) Looks Good.

Teos of An (Daniel): Garundi Human Fighter Looks Good.

Nimaethep (Starfox_SFX): Catfolk Monk of the Lotus-Nimble Guardian-Trapsmith (Monk/Rogue) Mostly looks good. Touch of Serenity should be 2/day (1/day per monk level, +1/day for for every 4 other levels). Might want to add Survial skill as it has a bonus beyond default.

Ebron Rys (Jagael): Elf Blood Arcanist (Arcanist) Looks Good.

Alderway (Skelatox): Wyrwood Sniper (Slayer) Seems like there may be something missing. There appear to be 2 extra feats but no reference to Slayer-Talents. Skills have a few issues I think. I am coming up with 38 points and I believe you should have 40. Can you show the ranks for each skill as well? Also, I think you forgot that Escape Artist becomes a class skill for you from the Freedom Fighter trait.

Asaran Neitekh (Tilnar): Human Divine Tracker-Trapper (Ranger) Looks Good.

Amadune (Darkwing_DM): Human Cutpurse-Shadow Caller (Rogue/Spiritualist) Reviewing.

Abu Shufta (Baggageboy): Half-orc Phantom Blade (Spiritualist) Still reviewing.

Djzero (Clebsch73): Dwarf Terra-Cotta Monk (Monk) Reviewing.

Rerus Ingundl (flooraboleth): Human Shifter Reviewing.

Tamit (Pauljathome): Human Scarab Stalker (Hunter) Reviewing.

Senophris (jereru): Half-orc Sanctified Slayer (Iquisitor) Looks Good.

Sertonek Bersiv (Nairb the Grey): Half-orc Fighter What is the additional bonus to every attack? You have an * on it but no explanation of what it is referencing. The only thing I can find is Finish the Fight. Otherwise everything else seems fine.

Mahzuzi Al Wati (eriktd): Gnome Archeaologist (Bard) Reviewing.

Mekonnen (Gummy Bear): Human Speaker For the Past (Shaman) Can you explain the math on Disable Device and Sense Motive. The bonuses are not adding up.

Meriui bin Mercia (houtonj): Human Sacred Shield-Warrior of holy light (Paladin) Looks Good.

Devon Durant (Brainiac): Catfolk Cat Burglar (Rogue) Reviewing.

Helikon: Aasimar Herald Caller of Horus (Cleric) Asking for new submission.

Cuan: Pahmet Dwarf Psammokinetic (Kineticist)
Lekkric18: Twinned Summoner (Summoner)

Nikolaus de’Shade: Human or Ghoran Psammokineticist (Kineticist) Please explain what you mean by playing Imhotep. While I do enjoy the Mummy movies (well the first two at least), I am not sure if I think this is a heroic character to try to model yourself after. What are the motivations you want to incorporate? Raising your dead girlfriend from the grave? Raising an army of undead monsters to bring a plague to Osirion?

MattZ: DOT/Interested
Sapiens: DOT/Interested
GM Aest: DOT/Interested


Talalmackk Chirronna wrote:


Sertonek Bersiv (Nairb the Grey): Half-orc Fighter What is the additional bonus to every attack? You have an * on it but no explanation of what it is referencing. The only thing I can find is Finish the Fight. Otherwise everything else seems fine.

It is from Finish the Fight. I am terrible at remembering conditional bonuses like that. Static bonuses (like from Sacred Tatoo) are easy because they are already in the number, but without some kind of reminder I would always be missing out on my Finish the Fight to hit bonus...so I added it in as a parenthetical.


Talalmackk Chirronna wrote:
Nikolaus de'Shade wrote:
Question: what do you think of The Mummy films? I love them to bits and I want to play Imhotep in Mummies Mask!
Please explain what you mean by playing Imhotep. While I do enjoy the Mummy movies (well the first two at least), I am not sure if I think this is a heroic character to try to model yourself after. What are the motivations you want to incorporate? Raising your dead girlfriend from the grave? Raising an army of undead monsters to bring a plague to Osirion?

We don't talk about the third film!

Basically I do in fact want to play Imhotep, a cross of the historical figure (who was eventually deified!) and the Mummy version.

Short version of background would be LN Imhotep awakes/is released from inside the Wati Necropolis (probably by accident). He uses the various adventuring parties as a way of getting in/out and spends much of book 1 trying to come to terms with the world that has passed him by.

He'd still have all the 'power over the sands' etc because of being a Psammokineticist but none of the undead raising. He's a genius and a polymath (9 different knowledge skills) but doesn't have dreams of world conquest. He does despise at least one Ancient Osirian pharoah since he served the Pharaoh loyally before falling for Anak-sun-Amun. In a slight change to the film he didn't kill the Pharaoh but the Pharaoh, when Anak-sun-Amun committed suicide rather than lie with him, had Imhotep condemned to the Hom Dai in an act of revenge.

Despite that, and as a devotee of the gods of Osirion Imhotep abhors the undead, and so has plenty of reason to act on behalf of Wati. In the long term he would like to find and ressurect Anak-sun-Amun, but it has to be ressurect not 'return as an undead'.

If another PC/NPC turned out to be her reborn that could be a lot of plot fun!

I attach crunch, more or less completed for your viewing. Sorry its going to make a VERY long post.

Imhotep:
Imhotep
Male Human Psammokineticist 1
LN Medium Humanoid (Human)

Init +3 (+3 Dex)

Senses: Perception +8.

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex).

HP 43/43 (8+7+7+5+(4*[3con+1 fcb])

Fort +7 (4 base, +3 Con)
Ref +7 (4 base, +3 Dex)
Will +2 (1 base, +1 Wis)

OFFENSE
Sand Blast +6, 2d6 + 2 + 3 + 1, x2

Spd 30 ft

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10 (+0)
Dex 16 (+3)
Con 16 (+3) (+2 racial)
Int 14 (+2) (+1 level 4)
Wis 12 (+1)
Cha 8 (-1)

Base Atk +3
CMB +3 (0 BAB, +0 Str)
CMD 16 (10, +3 BAB, +3 Dex, +0 Str)

FEATS
Point Blank Shot [Human Bonus]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [Level 1]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weapon Finesse [Level 3]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

TRAITS
Hom Dai Resurrected (Campaign): At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4
The Strength of Ages Light Sleeper (Regional): You need to sleep only 4 hours to get a full night’s rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest.
The Glory of Immortality Relic Hunter (Race): You gain a +1 trait bonus on Appraise and Knowledge (history) checks made to examine ruined buildings more than 1,000 years old as well as any ruined objects found in them. If such an item is magical, you gain a +1 trait bonus on Spellcraft checks to identify its properties and Use Magical Device checks to activate it.

SKILLS
Acrobatics +7 (4 ranks, +3 Dex, +3 class)
Fly +7 (1 rank, +3 Dex, +3 class)
Knowledge (Arcana) +6 (1 rank, +2 Int, +3 class
Knowledge (Dungeoneering) +7 (2 ranks, +2 Int, +3 class
Knowledge (Engineering) +6 (1 rank, +2 Int, +3 class)
Knowledge (Geography) +6 (1 rank, +2 Int, +3 class
Knowledge (History)* +6 (1 rank, +2 Int, +3 class)
Knowledge (Local) +6 (1 rank, +2 Int, +3 class
Knowledge (Nobility) +6 (1 rank, +2 Int, +3 class
Knowledge (Planes) +6 (1 rank, +2 Int, +3 class
Knowledge (Religion) +7 (2 ranks, +2 Int, +3 class
Perception +8 (4 ranks, +1 Wis, +3 class)
Stealth +7 (4 ranks, +3 Dex, +3 class)

Total Points: 24 [4*(4 Kineticist + 2 Int)]
AC penalty is 0

LANGUAGES
Common, Osirian, Ancient Osirian.

EQUIPMENT
+1 Studded Leather Armor (1160gp) [15lbs]
Rangers Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. (9gp) [28lbs]

2831 gold 0 silver 0 copper
Weight Carried: 43 lbs.


Wishlist:
Belt of Constitution/Belt of Physical Might (Dex/Con)
Kineticist’s Diadem
Headband of Vast Intelligence
Handy Haversack
Apprentices Cheating Gloves
Am Nat Arm/Cloak of R/Ring of P etc

I'll try and refine this tomorrow but I hope this meets the minimum requirement at least.


Talalmackk Chirronna wrote:


Alderway (Skelatox): Wyrwood Sniper (Slayer) Seems like there may be something missing. There appear to be 2 extra feats but no reference to Slayer-Talents. Skills have a few issues I think. I am coming up with 38 points and I believe you should have 40. Can you show the ranks for each skill as well? Also, I think you forgot that Escape Artist becomes a class skill for you from the Freedom Fighter trait.

Corrections:

- Clarified the extra Feats obtained through Slayer Talents.
- Added rank counts next to the skills.
- I definitely missed that Freedom Fighter makes Escape Artist a class skill.
- Will PM you with a link to the Myth-Weavers sheet and list of magic items shortly.

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