
Gummy Bear |

Skill Breakdowns for Mekonnen:
Perception +18 (4 ranks, 3 wis, 3 class skill, 5 competence, 3 skill focus)
Stealth +11 (4 ranks, 3 dex, 3 class skill, 1 trait)
Disable Device +17 (4 ranks, 3 dex, 3 class skill, 4 sacred, 2 circumstance, 1 trait)
Sense Motive +10 (4 ranks, 3 wis, 3 class skill)
Spellcraft +9 (4 ranks, 1 int, 3 class skill, 1 trait) (+4 vs item identification)
History +8 (4 ranks, 1 int, 3 class skill)
Religion +7 (3 ranks, 1 int, 3 class skill) (ranks via FCB, remaining FCB will go towards add cleric spells to spell list)

Nikolaus de'Shade |

Hopefully I've fleshed out his motivations enough and (six thousand year trauma massecre aside, he doesn't come across as a bad guy...) I'd love to hear what you think.
When Djederet died, his son Hakotep I became Pharaoh and Imhotep continued to serve faithfully although he appreciated the reduction in his duties which gave him more time to devote to his many studies, and to love.
After his promotion to Royal Vizier Imhotep first met Anck-su-Namun, a beautiful concubine of the Pharaoh. Due to the Pharaoh’s infirmity he had little interest in his vast array of concubines beyond the few who had been his since his youth and whom he trusted implicitly. This indifference, combined with Imhotep’s position, made it easy for him and Anck-su-Namun to first have an affair, and then to fall in love.
When Hakotep became Pharaoh he halted the usual mummification of his father’s concubines, remarking that it was criminal to waste so many beautiful girls on a dead man. Since his father’s impotence was well know to the royal family Hakotep claimed many of the younger concubines as his own, and Anck-su-Namun caught his eye.
She used every one of her feminine wiles to deny the Pharaoh as Imhotep searched desperately for an escape for the two of them. For a time, it seemed that she had succeeded, as Hakotep became enamoured with a new girl, the dark-eyed, fifteen-year-old beauty Neferuset. Unfortunately she convinced Hakotep that she would only be his wife if she were the sole woman in his life. Already a devotee of Set, and a cruel man used to satisfying his lusts, Hakotep agreed. He would marry Neferuset, once he had had Anck-su-Namun.
Imhotep learned of the Pharoah’s intentions too late and burst into the Royal Chambers, just in time to see Anck-su-Namun plunge a dagger into her own breast in front of the Pharaoh’s eyes. As he cradled her dying body Anck-su-Namun found enough strength to whisper her love for Imhotep as her soul passed into the River.
The young pharaoh made no move to stop Imhotep as he took Ack-su-Namun’s body and fled Sothis, heading for the Great Necropolis at what would become the town of Wati. There he, and his priests, prepared for a great ritual, which would restore Anck-su-Namun to life. But Hakotep, his wounded pride and anger stoked by Neferuset, sent the royal guards after his Vizier and disrupted the ritual.
Imhotep’s priests, as servants of the god Osiris, were merely mummified alive, but Hakotep reserved a special vengeance for the Vizier he believed had betrayed him. Drawing on dark secrets of Seth Imhotep was forced to endure the Hom Dai, a foul curse which would condemn him to a state between life and death, eternally barred from the afterlife and seeing his beloved again.
Laid to rest in an unmarked grave beneath the statue of Set Imhotep was condemned and forgotten.
--------------------------
Six thousand years later, when the Ruby Prince declared the Great Necropolis open for all comers, many things that had been left buried for centuries, arose. A group of adventurers called the ‘Arcane Hand’, were assigned an old temple to Set. Discovering a great library of crumbling scrolls, the Nethysians at once began to read and catalogue the scrolls. One, the Scroll of Thoth, was an ancient scroll of unbinding, which completed the slow decay of the wards which bound Imhotep to his undead prison.
Rising from the sands like a vengeful spirit Imhotep assaulted the Arcane Hand, killing them in a burst of wrath and fury that had lasted six thousand years. When his mind cleared and he realised what he had done Imhotep cursed himself and did his best to lay the bodies to rest, before claiming much of their gear as a disguise and passing himself off as the last survivor of the group.
Uninterested by the swarms of foreign adventurers, the priests of Pharasma paid little attention to one more traumatised survivor and Imhotep found that he could pass freely in a city that he had never seen before.
For the next month Imhotep read and lived, learning as much as he could about the new world and the millennia he had missed, as well as experimenting with his own powers. Much of his knowledge and understanding, so advanced for his own day, was horribly out of date and his arcane powers had dwindled under the effects of the Hom Dai to almost nothing. On the other hand he was now more than a man, profoundly resilient and imbued with an almost physical connection to the sands in which he had been buried.
Still in his heart a devotee of Maat, goddess of Knowledge, Order and Justice, Imhotep resolved himself to make the most of his new half-life. He would journey into the necropolis again, protect the people of this new Osirion from the dangers buried within and search for Anck-su-Namun. His new state gave him one great advantage, time. If it took him another six thousand years he would find Anck-su-Namun, restore her to life and then, together, they would have their revenge of Hakotep and his descendents.

hustonj |
Okay, I didn't provide a wishlist, but it is mostly common sense.
I can get more specific, and will if selected.

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Sorry or the silence yesterday but giving it is the holiday season and having a wife with a small retail shop, it is all hands on when possible. Still, I am here and monitoring things.
Sorry to those who have had to withdraw, I completely understand. Good luck and Happy Holidays!
As for those still interested, Harmini and I have been reviewing and discussing things. I have not come across any real questions so far, but there are some I am still reviewing. We will have our decisions by late tomorrow and will post come Tuesday morning at the latest. Thanks as always.

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Alright folks, here it is. First, thanks to everyone who submitted a character. Lots of good concepts and stories. Its inspiring to see so many people interested. Unfortunately, I want to keep the game as close the AP as I can, so I want to keep it to 4 players and therefore I cannot choose everyone.
I would like to welcome the following players and characters to the game. Please post to the discussion and we can begin later this afternoon. Thank you everyone.
Malera Hann (HatersInHeaven): Osirian Human Divine Hunter (Paladin)
Teos of An (Daniel): Garundi Human Fighter
Nimaethep (Starfox_SFX): Catfolk Monk of the Lotus-Nimble Guardian-Trapsmith (Monk/Rogue)

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So, we need to fill a spot here on the Mummy's Mask PBP. We are currently towards the beginning of book 2, but not too far in. Good chance for anyone that finished book 1 but made little progress in book 2. The current party is comprised of a Human Fighter, a Catfolk Monk/Rogue, and a Human Witch. Most likely a ranged character would fit in best.
Please see the Campaign Guidelines for all the details around character creation. I will be accepting submissions until 5/20 and I will be making my decision on 5/22. Good luck and thanks.

hustonj |
Still interested in submitting the character I submitted earlier.
I see I made a simple math error on his cash on hand. Should have been 82 not 92 gold. <shrug> An obvious mistake.
I am still intrigued by the idea of a Paladin who buffs and protects better than he smashes. Not really a ranged character, though, so I get that he isn't what the group thinks they want.

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Interested.
One question. Your campaign guidelines say Core Races only. But 2 of the 3 current characters are races not in Core :-). So, is that guideline correct or has it been changed? (No problem if it HAS been changed, just curious)
I was vaguely thinking a Duskwalker might be a good choice for this campaign.

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Interested.
One question. Your campaign guidelines say Core Races only. But 2 of the 3 current characters are races not in Core :-). So, is that guideline correct or has it been changed? (No problem if it HAS been changed, just curious)
I was vaguely thinking a Duskwalker might be a good choice for this campaign.
Completely valid question... The reason behind it was just to simplify the expectations. I prefer a game with MOSTLY core races as I find the idea of too many oddities running around tends to lead to issues. Since there is already a Shabti and a Catfolk, that means the open slot should be from one of the core races. Thanks for asking though.

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Male Human Paladin of Abadar 4
LG Medium humanoid (human)
Init: +4; Senses: Perception +7
Speed: 30 (20), Languages: Common
Defense
AC 21 (+10 Armor, +1 Dex) Touch 14 FF 20
HP 32 (4d10+4)
Fort +8 Ref +8 Will +6
Offense
Ranged: +1 composite longbow(+1) +9 (1d8+2 20/x3) Range 110, Ammo: 40
Melee: +1 longsword +6 (1d8+2 19-20/x2)
BAB 4 CMB +5 CMD 19
Statistics
Abilities: Str 12 Dex 18 Con 13 Int 10 Wis 8 Cha 16
SQ: Favored Class (Paladin; Skills), Aura of Good (none), Divine Grace, Aura of Courage, Divine Health, Lay on Hands (5/day, 2d6, cures fatigue), Divine Health
SA: Smite Evil (2/day, +3 to hit, +4 damage, +3 AC)
Traits: Undead Crusader (+1 damage vs undead, +1 KN(Religion), Dangerously Curious (+1 UMD, class skill), Seeker (+1 Perception, class skill)
Feats: Point Blank ShotB, Precise Shot, Rapid Shot
Skills: Diplomacy +10, Perception +7, Use Magic Device +11
Combat Gear: wand of CLW, alchemist fire (3),
Scrolls: CLW (4), lesser restoration, divine favor (2)
Equipment: +1 composite longbow (+1), +1 full plate, +1 longsword, masterwork shield, heavyload belt, cloak of resistance +1, silver morningstar, cold iron dagger, ioun torch 40 arrows, 20 cold iron arrows, 20 silver arrows, backpack, bedroll, belt pouch, holy text, flint & steel, iron pot, mess kit, rope (50’), soap, torches (10), trail rations (5), waterskin, wooden holy symbol
Coin 121 gp
Spells Prepared: CL 1, DC 13+Spell Level
1st:Bless
Description Hasani is of mixed Garundi and Osiriani origin, with dark skin and tightly curled black hair. He dresses simply in robes of white and gold with his Abadaran holy symbol worn openly when unarmored. When geared for combat, he dons a gold-trimmed surcoat over his plate armor, with a golden key embroidered across the chest. His shield likewise bears the symbol of Abadar, painted yellow on white. He keeps a large quiver over his right shoulder, and typically carries his bow left handed while expecting danger, while a longsword, morningstar, and dagger remain in easy reach if needed.
Background Hasani was born to a young couple in Tephu who ran a fairly successful tea and coffee shop. They fell onto hard times when his mother Ekret took ill, and they petitioned the church of Abadar to take Hasani into their care. Being devout worshipers and hoping their charge would come to bring greater good into the community, the temple took the young lad in, relieving his parents of the financial burden. Ekret did manage to recover, and had another child after a year or so, and lives with Hasani’s father Marek and his sister Kophria still. Hasani was recently assigned to Wati’s temple, with the expectation that he could provide assistance during the period of the Lottery and shortly after.

GM Pauljathome |

Ok, here is my (pauljathome) submission
Menkarat is a Zen Archer/Druid. Although not quite as good an archer as a dedicated archer would be he almost makes up for that by being a druid :-). When arrows aren't good enough, then snowball is :-)
No Animal Companion although he DOES have a hawk familiar
I do have two incredibly minor questions (the answers don't affect much).
Your submission guidelines say good characters. He is currently LN with very strong tendencies toward good and towards Neutrality on the L/C axis.
I can change him to being NG if you prefer (Which makes him an Ex monk but that has no mechanical effect). I don't think it will change the way I play him one way or the other (to me personality is more important than what is on the character sheet)
The other question is:
Do you allow drawbacks for another trait?

Saleem Halabi |
1 person marked this as a favorite. |
Ok, here is my submission, a Warpriest of Mrtyu
Camro Trindlemark
Class: Arsenal Chaplain Warpriest of Mrtyu 4
Race: Halfling
HP: 27
Abilities
Str – 12 (+1)
Dex – 19 (+4) [with belt 21 (+5)]
Con – 12 (+1)
Int – 12 (+1)
Wis – 14 (+2)
Cha – 9 (-1)
Saves
Fort: 7 = 4 (Base) + 1 (Con) +1 (Racial) +1 (Resistance)
Ref: 8 = 1 (Base) + 5 (Dex) +1 (Racial) +1 (Resistance)
Will: 8 = 4 (Base) + 2 (Wis) +1 (Racial) +1 (Resistance)
Init: 9 = 5 (Dex) + 2 (Racial) + 2 (Trait)
AC: 21 = 10 + 4 (Armor) + 5 (Dex) +1 (Enhancement) +1 (Small)
Sling Staff Hit: +11 (+1 in 30 feet) = +3 ( Bab) +5 (Dex) +1 (Small) +1 (Weapon Focus) +1 (Enhancement)
Sling Staff Damage: 1d6 + 3 = + 1 (Str) + 1 (Enhancement) + +1 (Slipslinger)
Race
+2 Dex, +2 Cha
Fey Quickened: +2 Init
Warslinger: Reload Slings as a free action
Weapon Familiarity
Halfling Luck
Slow
Small
Class
Simple & Martial Weapons, All Armor, Shields
1 – Aura
1 – Focus Weapon (Sling)
1 – Blessing (War) (3+½ lvl /day)
1 – Spontaneous Casting (Cure)
2 – Fervor +1d6 (½ lvl + wis /day)
3 – Bonus Feat
4 – Sacred Weapon +1 (lvl rnds/day)
Feats
W1 - Weapon Focus Sling
H1 - Run
1 – Point Blank Shot
W3 - Precise Shot
3 – Slipslinger Style
Skills
Heal (1 Rank) +6
Knowledge Religion (4 Ranks) +9
Perception (4 Ranks) +10
Sense Motive (1 Rank) +6
Spellcraft (4 Ranks) +8
Stealth (1 Rank) +11
Survival (1 Rank) +6
Languages
Common, Halfling, Osiriani
Traits
Undead Crusader: +1 Dmg to Undead, +1 Knowledge Religeon
Reactionary: + 2 Init
Seeker: +1 Perception, and is class skill
Favored Class:
Warpriest: +1 Skill x4
Equipment
+1 Halfling Slingstaff (2,320)
Sling Bullets x100 (1)
Cold Iron Sling Bullets x100 (2)
Masterwork Greatsword (350)
+1 Mythril Chain Shirt (2,300)
+1 Cloak of Resistance (1,000)
Belt of Incredible Dexterity +2 (4,000)
Handy Haversack (2,000)
Holy Water x1 (25)
Wooden Holy Symbol of Mrtyu (1)
2g
Like most foolish endeavors Camro's life of adventure began chasing after love. To be fair though she was cute, and he was young. She wanted to be a mercinary, and like a lovesick puppy, he followed. That lasted as far as their first engagement. She fell to the teeth and claws of the zombies they had been hired to eliminate, and Camro nearly lost his life as well. The only thing that saved him was the company's chaplain, a cleric of Mrtyu. Over his convalescent Camro learned much from the cleric, and saw his path laid before him. The Undead must be eradicated, and through the path of Death's Consort, he would be the weapon that did it. Since then he has traveled the world eliminating undead where he found them. His most recent travels have him arriving in Osirion...

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Would like to submit Hamir and his trusty steed Sandy for consideration. Full on desert/dungeon themed ranger with a ranged focus. Details in profile. To note, I am GMing Mummy's Mask currently so I do have some knowledge of the AP, but I have no issues separating player and character knowledge.
Thank you. Are there stats for Sandy? I'd like to see them before making a decision.

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Your submission guidelines say good characters. He is currently LN with very strong tendencies toward good and towards Neutrality on the L/C axis.I can change him to being NG if you prefer (Which makes him an Ex monk but that has no mechanical effect). I don't think it will change the way I play him one way or the other (to me personality is more important than what is on the character sheet)
The other question is:
Do you allow drawbacks for another trait?
Drawbacks may be considered but they HAVE to be relavent to the character and played as part of the character. If the goal is a purely mechanical advantage but the penalty is easily ignored, then the advantage will be ignored as well.
As for alignment, they are like traits and drawbacks, both mechanical and RP. IF your intention is to play the character as ignoring laws when it is convenient to do so (neutral) and promoting the greater good even when that is unpopular (good), then that character is NG. Playing NG but saying he is LN so you can play a zen archer monk is not appropriate.

GM Pauljathome |

As for alignment, they are like traits and drawbacks, both mechanical and RP. IF your intention is to play the character as ignoring laws when it is convenient to do so (neutral) and promoting the greater good even when that is unpopular (good), then that character is NG. Playing NG but saying he is LN so you can play a zen archer monk is not appropriate.
That isn't quite what I mean.
I view alignments as very much a spectrum. All LN characters are NOT identical. Some are very, very fanatical about the law, some are only a smidge more lawful than the most lawful of Pure Neutral characters. Some NG characters are only a smidge more good than the most good of Pure Neutral Characters.
And I find that once I have a personality in mind it often isn't at all clear into which alignment they fit. It is quite possible to have a character who is sort of lawful, sort of neutral, sort of good, sort of neutral.
So, in this case I have a personality in mind. That personality is arguably LN, NG or even LG. Since I HAVE to pick ONE to put on the character sheet I think that the best single answer is LN. Hence my question as to whether the character HAD to be good aligned or not.
If he HAS to be good aligned then I'll very slightly tweak his priorities and personality and back history and make him currently NG. He USED to be LG and his alignment changed.
Mechanically, a character who WAS a LG monk who had a slight alignment shift to NG is completely legal. He is an ex Monk/Druid.
As to the drawback, yeah he IS naive. I have no problem if that comes up in reasonable ways over and above the text for the drawback. Obviously I chose a drawback that both reflects the characters personality AND that I could mechanically live with. Its meant to be a bit of a flaw and not a crippling disadvantage.
The drawback I really don't care about. Allow it or not and the difference to the character is almost unnoticeable.
The alignment thing may be a show stopper (I really hope not and really think it shouldn't be). If you think Ex Monk - Druid is cheesing things and insist that I play a good pure druid then I'll just bow out. If you're willing to accept a LN Monk/Druid but are very strict in what that means and insist that he follow YOUR definition of LN then I'll also bow out. As I say above, he is LN but very close to Pure Neutral on the one axis and fairly close to LG on the other axis.

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Talalmackk Chirronna wrote:
As for alignment, they are like traits and drawbacks, both mechanical and RP. IF your intention is to play the character as ignoring laws when it is convenient to do so (neutral) and promoting the greater good even when that is unpopular (good), then that character is NG. Playing NG but saying he is LN so you can play a zen archer monk is not appropriate.That isn't quite what I mean.
I view alignments as very much a spectrum. All LN characters are NOT identical. Some are very, very fanatical about the law, some are only a smidge more lawful than the most lawful of Pure Neutral characters. Some NG characters are only a smidge more good than the most good of Pure Neutral Characters.
And I find that once I have a personality in mind it often isn't at all clear into which alignment they fit. It is quite possible to have a character who is sort of lawful, sort of neutral, sort of good, sort of neutral.
So, in this case I have a personality in mind. That personality is arguably LN, NG or even LG. Since I HAVE to pick ONE to put on the character sheet I think that the best single answer is LN. Hence my question as to whether the character HAD to be good aligned or not.
If he HAS to be good aligned then I'll very slightly tweak his priorities and personality and back history and make him currently NG. He USED to be LG and his alignment changed.
Mechanically, a character who WAS a LG monk who had a slight alignment shift to NG is completely legal. He is an ex Monk/Druid.
As to the drawback, yeah he IS naive. I have no problem if that comes up in reasonable ways over and above the text for the drawback. Obviously I chose a drawback that both reflects the characters personality AND that I could mechanically live with. Its meant to be a bit of a flaw and not a crippling disadvantage.
The drawback I really don't care about. Allow it or not and the difference to the character is almost unnoticeable.
The alignment thing may be a show stopper (I really hope...
Alignment is a spectrum, but the term STRONG TENDANCIES to be other alignments on both axis seems to me a very broad spectrum.
As for the flat question, I asked for Good because I want to keep the group leaning towards good.
I will consider this build, but if the intention is for the character to ACT more neutral than lawful and ACT more good than neutral, then there will be conflicts with the alignment. Occasional swings are not what I am talking about, but a clear tendancy to favor a different alignment means you are that alignment (regardless of what the character sheet says).

GM Pauljathome |

I think that we're actually largely in agreement and talking past each other.
I totally agree that I play whatever is on the sheet.
I can play EITHER of the following two alignments. They're NOT the same character. I need guidance as to which (if either) you think would be a better fit for the campaign. I honestly have no preference
1) The character IS Lawful Neutral. He isn't a fanatic about law and he is definitely closer to the LG end of the spectrum than the LE end of the spectrum but he IS Lawful neutral.
OR
2) The character IS Neutral Good. He used to be a LG monk but his alignment CHANGED when he became a druid. He is an Ex Monk at this point. This character is no saint and he is definitely closer to the LG than the CG end of the spectrum but he IS Neutral Good.
[aside]I'm looking forward to the introduction of Anathemas and the near elimination of alignment in PF2 :-). I think in PF2 this whole thing wouldn't be an issue[/aside]

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Hello fellow GMs, I am reaching out to see if anyone would be willing to give a go at running a Mummy's Mask game for the players involved here. I am not up to the task, and I have dragged it out longer than I should have.
The four players are dedicated to the game and I feel it is a shame if they cannot continue to play it. They are currently in Book 2 of the AP, and are about to reenter the Necropolis.
If anyone is interested in taking over as GM, I would be pleased to be able to pass it along. And I know the players would be appreciative as well.
Thank you.