
Fabian Benavente |
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The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve into the tombs of the city’s vast necropolis in search of the nation’s lost glories.
Do you have what it takes to investigate these dusty tombs and fight their ancient guardians and devious traps? Do you seek lost glory, ancient knowledge, vast riches? Are you a newcomer to the land or does ancient blood flow in your veins? More importantly… will you unearth something meant to be left buried and forgotten?
I am looking for four or five characters to star in a PBP (Play By Post) version of Pathfinder’s Mummy’s Mask Adventure Path. The PBP will be run a little bit differently than most. Please see this page (completed game) for game format; the turn recaps there show what my intention is with regards to gameplay, use of maps, how combat is handled, etc. If you have any questions, please do not hesitate to ask.
Character selection will NOT be first come first serve, and we will take time to develop characters. The game will have action as well as problem solving so a good mix of characters is recommended. The pace will be about two turn recaps per week, and I will do all the ‘passive’ dice rolling (in the interest of speed, I’ll roll things like saving throws, perception checks, etc.). I am looking for "roleplayers" whose posts are NOT a one sentence reply. All players are expected to write two to three paragraphs per turn recap within 48 hours after the recap is issued (so about four to six paragraphs per week) so if you can't meet that schedule please do not bother applying to the game.
If this sounds like a game for you, then post a character with the following sections: a) appearance, b) background, c) personality, and d) portrait or picture. Please make the characters interesting, the strong and silent types just don't cut it in this type of game. See the page above if you would like to see a sample character as a reference on the type of submission I'm looking for.
Please read the free Player’s Guide and include in your recent history why your PC is in Wati. Once players are selected, we will work on a common background to determine if/how the PCs know each other (and may have even worked together in the past) or if they are just getting together now for the lottery. Please note that PCs will start at 2nd level so it makes sense to have some sort of shared ‘adventuring’ background.
Just so you can start thinking about the crunch part (some people work this way), here are some guidelines: core races only, anything Paizo, 2nd level characters, 20 point buy system for abilities, no abilities below 8 or above 18 after adjustments, no evil characters, average gold, maximum hit points at 1st level and then half+1 (d8 is 5, d12 is 7, etc.) for other levels, one regular trait and one campaign trait. However, please be reminded that PC selection will be based on the ‘fluff’ and not the ‘crunch’. I selected Mummy’s Mask because a lot of the adventuring will take place in the city of Wati so I’m looking for PCs with strong ties to the area (not necessarily natives though).
I will accept character submissions until Friday November 28, 2014.
I’m sure I missed something here so please ask me questions.
Game on!
Fabian

Fabian Benavente |

I have made several characters for this game... sadly the one game I got into fell through. so here is hoping, I will apply with my wizard first, I will probably change his school around other than that, he has a feat I haven't given him yet.
do you allow drawbacks?
Thanks for your interest.
Although it's clear that the character was made for another game and you haven't updated it, I will consider it for inclusion in this game.
I do allow drawbacks as long as they are roleplayed and not just used to get a 'mechanical' advantage.
L8r,
Fabian

Anapa Scion of Anubis |

Description
Build: well-muscled
Ears: pointed
perfectly symmetrical
Head: animal features
Head: unusually shaped
Legs: Digi-grade
Skin: furred
Voice: words you speak aloud seem to be heard mentally
Other: unusual footprints
His seven laws :
• Not all of the Undead are evil, there are those who seek it. Destroy the unwilling
• Protect those you travel with.
• Respect the dead, do not talk in anger in front of them (Can’t talk during battle if at a grave/tomb, out of battle can not speak loudly or insult anybody)
• Forgive those that repent their sins. Everyone falls sooner or later it is up to you to pick them up when they fall.
• Give last rights to those who are sent to the underworld
• Honor and protect the last resting place of those that has gone before you
• Give thanks to the dead every evening for they are your future
Background
Anapa was a cleric in a small oasis settlement. He did his duties best he could. Helped those in need. Devout. Prayed every evening. Nothing out of the ordinary. The village was small and unremarkable. Nothing overly exciting happened there. Untill one night, very late, Anapa was outside, tending to a small child who almost drowned. One of the last things he remembers, is looking up at the great dunes, he swore he saw the Jackal god. It felt like he looked directly at him. Then the sand burst open and undead attacked...
When he woke up, the first thing he saw was a great statue of Anubis. Towering over him. Then he noticed the changes. He was not human. He was... something else. He resembled one of the holy warriors of the great Anubis himself.
What looked like a priest approached him, he head bowed down as he got near
”The great one has sent you to us, he said you are not done serving him, you served him in life diligently, he has rewarded you so you may serve him again...”
After that he spent the next few years training at the temple, learning the laws, learning his new life and the life Anubis want him to live.

Lord Inventor Reldic Emerson |

I was wondering if you would allow the dhamphir race, I wanted to go with the kinslayer archtype
if not I can do something else.

Fabian Benavente |

I was wondering if you would allow the dhamphir race, I wanted to go with the kinslayer archtype
if not I can do something else.
No, I rather you all kept to the core races.
I'm sure you can find something interest to play.

Fabian Benavente |

** spoiler omitted **...
Thanks for the submission but I'm really looking for core races.
Take a look at the character submitted in the above link to have a better idea of what I'm asking with regards to a) appearance, b) background, c) personality, and d) portrait or picture.
L8r,

Fabian Benavente |

Working up a more full backstory, but I've an idea for an escaped halfling slave who's been living in Wati, far away from Cheliax. Mechanically, some sort of rogue, perhaps a cutpurse. Been dying to play a halfling thief and RP is the reason I play these games, especially online.
Sounds good. There are plenty of native halflings also in Wati (and Osirion).
I look forward to your submission.
L8r,

Digger Chandler |

Akbar Contanti's fluff is coming together!
Akbar Contanti was born Basil Stoneholler, a third-generation Chelish halfling slave. His mother Mabel did housework and his father Giovanni was a field hand. Young Basil grew up watching them spend their entire bodies for the benefit of their human masters. It was at an early age that he began to question the order of things around him. This led directly to his first real lashing, which took away any question he once had. From then on, he was sure he had to get out at any cost.
His first escape attempts were less than successful, as were his masters’ attempts at behavior modification, to say the least. Each time, the little Halfling would learn a bit more: how to slip out of knots one time; how to pick a lock the next; how to hide a lock pick the time after, etc. His father died of a heart attack at the age of 50, years of hard labor having taken his youth. His mother quickly became a shell of her former self, blaming her son’s escape attempts for her husband’s death. Basil considered staying to help his mother, and actually helped her with some of her work.
When Basil turned 18, Master Zamparelli announced the halfling was to go to the fields. He announced as much while Mabel was shaving him.
Soon after, Mabel, bloody razor still in hand, was in front of Basil. “Go, now, my boy. Do not die a slave. Be free. Let know man own you.” Basil hesitated but she insisted. “NOW!”
Basil ran. He didn’t even stop when he heard the screams. It felt like he didn’t stop till he snuck on the ship. He didn’t care where it was going. The only destination was freedom. As luck would have it, the ship was bound for Osirion, a country rich in history and with a thriving population of free halflings. Best of all, it wasn’t beholden to Cheliax or even close to it.
Looking for a city big enough to hide in, but not so large as to invite too much attention, Basil found Wati. He quickly began establishing himself as Akbar Contanti, a halfling of certain skills known to not ask too many questions or cause trouble or even protest …as long as there is profit and he is his own man. Not a local, Akbar never had any problem sneaking into the necropolis. The dead aren’t scary; not when you’ve been a slave of Asmodeans. In this necropolis he has honed his skills further, to the point where ambition is now starting to slip in. These ruins contain old crap that some people will pay lots of money for. Money is a concept Akbar is beginning to enjoy. No more scrounging, no more toiling in the fields for someone else’s profit. Akbar is Akbar’s own now.

Bram Geddov |

"Osirion, huh? I've yet to visit... and I hear they've got a lot of hardcore warriors! Sounds cool! ...or... hot... whatever! I'm checking it out!"
Submitting Bal Posaris, an overweight monk working on his own martial arts style and sampling combat forms from around the world! (Still working on the crunch, but the fluff is largely done.)
Or were, anyways.
Bal left for the market to collect supplies for the monastery he lived in. When he returned, he found the place being burned down. In spite of the raging flames, Bal rushed in to save as many of the monks as he could, but he could only get a few to safety, but the place collapsed.
Although the monks urged him not to go searching, Bal couldn't help be be compelled to do so. He had to understand why they burned his home, why they killed his family... whoever they were. Bal's only clue was the witness of the nearby villagers: strange robed men wearing medallions bearing a split mask were seen before the monastery burned.
Now, Bal travels, not just to pursue his aggressors, but to perfect his new style of martial arts, Bear Style. Bal hopes to perfect it before encountering those he seeks, so that he will be ready to defeat them.
In spite of his ability to stave off hunger, Bal enjoys a good meal. In fact, he enjoys anything comfortable, claiming that he can any any luxury, no matter how small, thanks to his lack of it growing up. He never fully embraced the idea of simple living that the monks tried to instill in him, perhaps contributing to his ability to retain his hefty weight... or perhaps as a result of it. Generally outgoing and friendly, Bal makes the most of the monks' kindness by passing it on to any and all he meets. He detests corruption, taking it upon himself to challenge any and all who would misuse their generous stature and re-educate them on proper appreciation. He firmly believes that the only way to truly appreciate something is to lose it and get by without it.
Bal knows that seeking revenge for something only leads down a path with no end, but still, he pursues any clues about those who burned his monestary home - the only one he has is that the villagers noticed a strange collection of robed fellows prior to the burning, who wore strange talismans bearing the mark of a mask with a line down the center. However, Bal is determined not to let his travel destinations go to waste; he stops at nearly every place he can to pick up new tricks from the strongest warriors he can find. Every new move he learns, he uses it to refine his own "Bear Style," hoping that by the time he finds his home's destroyers, he will have perfected it, and use it to bring justice to the dastards!

Fabian Benavente |

"Osirion, huh? I've yet to visit... and I hear they've got a lot of hardcore warriors! Sounds cool! ...or... hot... whatever! I'm checking it out!"
Submitting Bal Posaris, an overweight monk working on his own martial arts style and sampling combat forms from around the world! (Still working on the crunch, but the fluff is largely done.)
** spoiler omitted **
** spoiler omitted **...
Thanks for the submission.
Your PC will certainly be considered for final selection.
Let me know once the crunch is done and don't forget that you are all starting as 2nd level PCs.
Game on!

Digger Chandler |

Digger Chandler wrote:Akbar Contanti's fluff is coming together!
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Excellent submission! Thanks.
While it is still early to make up my mind, it will be really difficult not to pick Akbar.
Game on!
Awesome, thanks. And I'd forgotten about the second level part! Woohoo!

Fabian Benavente |

When you say average gold, and we're starting at second, would that be "second level character wealth" i.e. 1000 or are we starting with first level average wealth for the class, or some combination? Just wondering, as I have some unexpected free time today.
Yes, you are correct. I meant '2nd level character wealth' or 1,000 gp as you pointed out.
Game on!

Digger Chandler |

Rogue 2
CN Male Medium Humanoid (Halfling)
Init +3; Perception +7/8
--------------------
Defense
AC 17 (13 touch, 14 ff)
hp 15
Fort +2, Ref +7, Will +2 (+2 vs Fear)
--------------------
Offense
Speed. 20 Ft
Melee: Dagger, mwk +6 (1d3)
Melee: Dagger, other +5 (1d3)
Melee: Morningstar +2 (1d6)
Ranged: Shortbow +5 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB 0; CMD 13
Feats: Weapon Finesse
Traits: Trap Finder, Successful Shirker
Skills:
Acrobatics 8 (3+2+3)
Appraise 5 (0+2+3)
Bluff 10 (13 vs. lawful authority) (3+2+3+2)
Diplomacy 8 (11 vs. lawful authority) (3+2+3)
Disable Device 10 (3+2+3+2)
Escape Artist 8 (3+2+3)
Perception 8 (1+2+3+2)
Sleight of Hand 10 (15 to conceal a weapon) (3+2+3+2)
Stealth 13 (3+2+3+4+1)
Languages: Common, Halfling
--------------------
Racial Abilities
--------------------
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
--------------------
Class Abilities
--------------------
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trapfinding.
Sneak Stab (Ex)
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attackdamage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
Underhanded (Ex)
Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attackduring the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attackdeals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).
Equipment:
mwk dagger
mwk chain shirt
punching dagger
morningstar
shortbow
40 arrows
alchemical silver dagger
cold iron dagger
2 regular daggers
mwk thieves tools
50' rope
mwk backpack
caltrops
ear trumpet
10 sheets glue paper
mirror
powder
2 wrist sheaths
alchemical grease
2x vermin repellent
tanglefoot bag
How's he looking, boss?

Fabian Benavente |

** spoiler omitted **...
It looks fine after a brief review; I didn't find any obvious red flags.
I noticed you played around a little bit with min/max by taking an archetype that waives trap finding but then getting it back with a trait but nothing that concerns me.
I'll take a closer look once submissions are accepted but I like what I see so far.
I want to personalize the AP as much as possible so start thinking about a couple of NPCs whom you have a relationship in Wati.
I'm also seriously thinking of roleplaying the 'group coming together' but we'll cross that bridge once we get there.
Game on!

Fabian Benavente |

You are looking for interactive posts plus recaps? Do you have an example of a similar campaign so we can see what you are looking for?
Thanks for the interest.
I usually run games as PBEM format but since it's very difficult to find players, I am switching to a PBP hybrid system; the hybrid part is the inclusion of turn recaps. I just like games that read like a chapter in a book and then have pertinent information at the end of this 'chapter'.
As you can probably guess I'm all about the 'story and roleplaying' aspects of the game but I don't disregard the rules. I (you) still roll dice.
That being said, I completed a Carrion Hill game a few months ago.
I started the game as a PBEM; google email list is here and I finished the game as 'PBP' here. You'll find player emails/posts and turn recaps that should explain things a bit better.
Please let me know if the format is not clear or if you have additional questions.
Game on!

Arthur G |
I have never participated in one of these before, but I really like the idea so here goes. Cleric of Pharasma, Rubani Madu, for your inspection. And apologies in advance for that background. Where's an editor when you need him?
Being a half-elf Rubani Madu is a fair bit older than he looks. With his youthful features he barely looks like he's out of his teens, but he is in fact approaching 30 years of age. His ethnicity on the other hand is perfectly obvious, with the dark skin and somewhat sharp features of the Garundi. Slightly shorter than other half-elves Rubani stands some 5'10'' tall. Other than his thin frame and pointed ears the only other sign of his ancestry are his eyes; under the right light they reveal themselves to be amber, almost solid gold. Rubani considers himself lucky in this regard. He wouldn't be able to stand having some really garish elven eye color.
Rubani normally wears his cleric vestments, clearly marking him as a follower of Pharasma.
The young half-elf is in part defined by contradictions. Although he is an inquisitive soul with an appetite for life, he also strives to follow the stoic philosophy that comes with the teachings of Pharasma. When these clash Rubani tends to sacrifice his own wishes, putting his faith above his own ambition. Heck, there are actually few things that he prioritizes lower than his wants; as a cleric Rubani is quick to help others, always putting the needs of his fellow man above his own.
However, the other great contradiction in the life of Rubani Madu stems from exactly that: "his fellow man".
Like so many other half-elves Rubani has never quite felt like he fit in. Although he has encountered few who are openly hostile to his kind, Rubani is no stranger to casual racism. His feelings of separation from his own countrymen are compounded by a certain pride in his nation. He is proud to be part of a strong and (finally) independent nation, especially one with such a rich history. However, his disillusion with Osirion as it is today has led to a great reverence of the Osirion that was, Ancient Osirion. In that long gone society Rubani sees an idealized utopia, one that he regrets he was born too late to experience.
Rubani was born a bastard of an elven mother and human father in a tiny settlement in western Osirion near the Barrier Wall, the mighty mountain range that separates the Mwangi Expanse from northern Garund. Life in the desert was harsh, as his mother could attest to. A native Mwangi elf, she was ill suited for life among the sand dunes and left Rubani and his father before the boy was a year old.
The kid grew up alright though. His father was as loving a parent as anyone could wish for, and Rubani himself proved to have a good head on his shoulders as he grew older, although he had inherited some of the frailty of the elven race, one of their few faults. This was, however, particularly disadvantageous as the settlement was built around a small ore of silver with the express purpose of mining it, and Rubani's father, a lowly miner, could use an extra pair of strong arms.
Nevertheless, Rubani helped out at home how ever he could as he grew older, but couldn't fail to notice how his father, not a young man even when his son was born, grew increasingly more haggard and worn with the years of hard work. The slow maturation of a half-elf son no doubt didn't help. What did help was a house guest they took in when Rubani was 19. The guest was a wandering cleric of Pharasma. She had acted as midwife to a birth in the settlement and Rubani's father, a hospitable soul, had offered her a roof over her head and daily meals before she had to leave again. Rubani took a liking to her instantly, especially when she proved very willing to teach the inquisitive youngster about the art of healing. She in turn was pleased to find that Rubani showed a certain innate understanding of the esoteric. Those were good days.
Alas, all good things must end and soon Rubani's life came crashing down. More specifically the roof of the mine came crashing down on his father; the silver mine suffered a cave-in. Most of the male population of the settlement died that day, and simply retrieving the corpses proved nigh impossible. Dedicated to the Lady of Graves and seeing no other option the cleric offered to consecrate the entire area, making the collapsed silver mine the sanctioned burial ground of the miners. The bereaved could never fully express their appreciation.
Rubani too was glad that his father's soul might find some peace, even in his sudden death, with the help of the cleric, but as he watched the long and elaborate ritual he was struck by the dignity of it all. The cleric's words were comforting and her tone so reverent that one would think it a burial for a pharaoh. The lowly old miner had never been treated with such respect in his life as he received in death.
The rest is history. Enamored with the cleric and her faith Rubani asked if he could be allowed to travel along with her, and she was happy to take him under her wing. The last he heard of the settlement it had been abandoned. Several years later Rubani was himself a wandering cleric of Pharasma, earning a meager living as a midwife, healer and mortician wherever needed. At one point he fell in with a gruff adventuring party, little more than a band of mercenaries. With a few capers under his belt he left the band when their designs started centering around grave robbing, a potentially lucrative endeavor in Osirion. As an agent of the Mother of Souls Rubani would have no part in it.
Today he finds himself in Wati, having undertaken something of a pilgrimage to see the city Pharasma's clergy had been so instrumental in saving, and to visit the Grand Mausoleum erected in the goddess' honor. Having arrived there however, he couldn't help but hear about the lottery. A random draw to admit people into Wati's fabled tombs? Where potentially unscrupulous foreigners could disturb hundred year old graves? Perhaps he should enter this draw himself... couldn't hurt. Better him than some treasure seeking Taldan.
This should do as far as portraits are concerned. Not perfect, but more or less him. Ignore the weird hair-loopies though. Or don't. I don't control what you do and do not see. I'm not an illusionist. I'm not a Penn & Teller.

Bram Geddov |

Finally finished the crunch.
Male Human Monk 2
LG Medium Humanoid (Human)
Deity:Irori
Homeland: Vudrani
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 15 Touch 15 Flat-footed 10
HP 17/17
Fort +5 Ref +5 Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +4 (+3/+3) (1d6+3/x2)
Ranged MWK Cold Iron Shuriken +4 (+3/+3) (1d2+3/x2)
Special Grapple +6 / 21 CMD, Bull Rush +6 / 21 CMD
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 13, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 19
Feats Improved Grapple, Power Attack, Improved Bull Rush, Dodge
Traits Resilient, Mummy's Curse
Skills Acrobatics +6, Climb +7, Escape Artist +6, Kn: History +5, Kn: Religion +5, Perception +7, Sense Motive +7, Stealth +7, Swim +7
Languages Common, Vudrani, Dwarven
Combat Gear 50 MWK Cold Iron Shuriken
--------------------
Equipment
--------------------
Monk's Kit (9 gp)
-Backpack
-Belt Pouch
-Blanket
-Rope, hempen (50 ft)
-Soap
-Torches (10)
-Trail rations (5 days)
-Waterskin
Potion of Bull's Strength
Potion of CLW x5
Potion of Mage Armor x2
22 gp
Or were, anyways.
Bal left for the market to collect supplies for the monastery he lived in. When he returned, he found the place being burned down. In spite of the raging flames, Bal rushed in to save as many of the monks as he could, but he could only get a few to safety, but the place collapsed.
Although the monks urged him not to go searching, Bal couldn't help be be compelled to do so. He had to understand why they burned his home, why they killed his family... whoever they were. Bal's only clue was the witness of the nearby villagers: strange robed men wearing medallions bearing a split mask were seen before the monastery burned.
Now, Bal travels, not just to pursue his aggressors, but to perfect his new style of martial arts, Bear Style. Bal hopes to perfect it before encountering those he seeks, so that he will be ready to defeat them.
In spite of his ability to stave off hunger, Bal enjoys a good meal. In fact, he enjoys anything comfortable, claiming that he can any any luxury, no matter how small, thanks to his lack of it growing up. He never fully embraced the idea of simple living that the monks tried to instill in him, perhaps contributing to his ability to retain his hefty weight... or perhaps as a result of it. Generally outgoing and friendly, Bal makes the most of the monks' kindness by passing it on to any and all he meets. He detests corruption, taking it upon himself to challenge any and all who would misuse their generous stature and re-educate them on proper appreciation. He firmly believes that the only way to truly appreciate something is to lose it and get by without it.
Bal knows that seeking revenge for something only leads down a path with no end, but still, he pursues any clues about those who burned his monestary home - the only one he has is that the villagers noticed a strange collection of robed fellows prior to the burning, who wore strange talismans bearing the mark of a mask with a line down the center. However, Bal is determined not to let his travel destinations go to waste; he stops at nearly every place he can to pick up new tricks from the strongest warriors he can find. Every new move he learns, he uses it to refine his own "Bear Style," hoping that by the time he finds his home's destroyers, he will have perfected it, and use it to bring justice to the dastards!

Fabian Benavente |

I have never participated in one of these before, but I really like the idea so here goes. Cleric of Pharasma, Rubani Madu, for your inspection. And apologies in advance for that background. Where's an editor when you need him?
** spoiler omitted **
** spoiler omitted **...
Another excellent submission, thank you.
Please work on the stats and let me know if you have any questions.
Game on!

Bram Geddov |

Ah, right, I keep forgetting Monk's don't start with +1 to their BAB (such a wierd thing for a martial class, but whatever). Also one of the downsides to using Hero Lab. It doesn't catch stuff like that. :P
I can just change them to Point-blank Shot and Precise Shot, since I'll be using shuriken that can take advantage of those.

Fabian Benavente |

Ah, right, I keep forgetting Monk's don't start with +1 to their BAB (such a wierd thing for a martial class, but whatever). Also one of the downsides to using Hero Lab. It doesn't catch stuff like that. :P
I can just change them to Point-blank Shot and Precise Shot, since I'll be using shuriken that can take advantage of those.
That requirement always bugged me as well when I want to play a monk but I see that you changed it so thanks.
I know what it's like to apply to a game when you don't know if you'll be picked so I want to make application as 'painless' as possible.
That being said, as a DM I'll be investing lots of my time to make this game a success so I'm looking for similar commitments from players.
So... (and this goes to every applicant) anything else (NPCs, areas of Wati, previous stories, etc.) that you can supplement your application that tells me about your roleplaying skills is very much appreciated.
Game on!

Arthur G |
Hope there isn't anything major I've left out here.
Rubani Madu
Cleric 2
NG medium humanoid (half-elf)
Initiative +2; Perception +5
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AC: 16; Touch 12; Flat-footed 14
HP: 15
Saves: Fort +4, Ref +2, Will +6
CMD: 12
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Speed: 20 ft.
Melee: Dagger +3 (1d4-1/19-20x2)
Ranged: domain power Icicle +3 (1d6+1)
CMB: +0
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Str 9, Dex 15, Con 12, Int 10, Wis 17, Cha 14
Feats: Weapon Finesse
Traits: Cleansing Light, Undead Crusader
Skills: Diplomacy +6, Heal +8, Religion +9, Sense Motive +7
Languages: Common, Elven
Domains: Repose, Ice
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Equipment:
Antitoxin
Backpack (masterwork)
Bedroll
Chain Shirt
Dagger
Healer's Kit
Holy Symbol (wooden)
Midwife's Kit
Outfit (hot weather)
Rations x4
Serpent Line - People of the Sands, page 28
Sun Cream - People of the Sands, page 28
Vestments (Cleric's)
695.4 gp
Two questions though: you have asked us to choose one trait from the Player's Guide and I have done so (Undead Crusader), but I wanted to see if I could swap it out for Desert Child. No worries if you're not up for that. I'm just not all that enthusiastic about any of the traits in the Guide.
And the second question: if I were to grab the Separatist archetype could I take the terrain domain Desert instead of Ice? I'm asking because I've seen GMs go either way with regard to when a Cleric can grab Animal & Terrain domains.

Fabian Benavente |

Hope there isn't anything major I've left out here.
** spoiler omitted **
Two questions though: you have asked us to choose one trait from the Player's Guide and I have done so (Undead Crusader), but I wanted to see if I could swap it out for Desert Child. No worries if you're not up for that. I'm just not all that enthusiastic about any of the traits in the Guide.
And the second question: if I were to grab the Separatist archetype could I take the terrain domain Desert instead of Ice? I'm asking because I've seen GMs go either way with regard to when a Cleric can grab Animal & Terrain domains.
Hey Arthur,
No obvious issues after a cursory review.
You can swap out the Undead Crusader for the Desert Child trait.
With regards to the separatist archetype, I'm Ok with it as well. There is a large Pharasma Priest presence in Wati so being a 'separatist' can only enhance roleplaying so yes. Heck, I'll even let you swap out the ice domain for the desert domain on an 'even' basis (as opposed to the the 2 levels lower for powers).
Let me know if that's what you want.
Game on!

Arthur G |
You can swap out the Undead Crusader for the Desert Child trait.
With regards to the separatist archetype, I'm Ok with it as well. There is a large Pharasma Priest presence in Wati so being a 'separatist' can only enhance roleplaying so yes. Heck, I'll even let you swap out the ice domain for the desert domain on an 'even' basis (as opposed to the the 2 levels lower for powers).
Let me know if that's what you want.
Thank you, sir. Very generous of you. Although now I feel like I've made some sort of role playing faux pass, as I didn't actually have the Separatist archetype in mind when writing Rubani...
I had a thought though that might justify him being called "a radical cleric". Perhaps owing to his age (he is still a very young half-elf) Rubani is far more practical in nature than his peers within the church. He believes that the staunchly neutral church should take a more active role in shaping the nation, and he isn't all that opposed to taking advantage of the undead. Make no mistake; he is firmly against the very creation of undeads and absolutely advocates their destruction, but there are ways for people, good people mind you, to gain control of such creatures. If one such person can use the undead to do some good why shouldn't they? Inner Sea Gods mentions that there are a few Pharasmin priests who think like this, which is how I justify it (page 120).
I'm thinking that I could forget Weapon Finesse for now and instead take Versatile Channeler, with the intent of taking Command Undead at lv.3.
Hope I'm not going too far here with redesigning the character. If you're not alright with any of this I have no problem with forgetting all about the archetype and playing Rubani exactly as written.

Fabian Benavente |

Fabian Benavente wrote:You can swap out the Undead Crusader for the Desert Child trait.
With regards to the separatist archetype, I'm Ok with it as well. There is a large Pharasma Priest presence in Wati so being a 'separatist' can only enhance roleplaying so yes. Heck, I'll even let you swap out the ice domain for the desert domain on an 'even' basis (as opposed to the the 2 levels lower for powers).
Let me know if that's what you want.
Thank you, sir. Very generous of you. Although now I feel like I've made some sort of role playing faux pass, as I didn't actually have the Separatist archetype in mind when writing Rubani...
I had a thought though that might justify him being called "a radical cleric". Perhaps owing to his age (he is still a very young half-elf) Rubani is far more practical in nature than his peers within the church. He believes that the staunchly neutral church should take a more active role in shaping the nation, and he isn't all that opposed to taking advantage of the undead. Make no mistake; he is firmly against the very creation of undeads and absolutely advocates their destruction, but there are ways for people, good people mind you, to gain control of such creatures. If one such person can use the undead to do some good why shouldn't they? Inner Sea Gods mentions that there are a few Pharasmin priests who think like this, which is how I justify it (page 120).
I'm thinking that I could forget Weapon Finesse for now and instead take Versatile Channeler, with the intent of taking Command Undead at lv.3.Hope I'm not going too far here with redesigning the character. If you're not alright with any of this I have no problem with forgetting all about the archetype and playing Rubani exactly as written.
I'm going to have to rule that command undead is an evil act (although 'evil' is very much a subjective thing) even if it's used for good. Let's assume that the undead are souls that are suffering eternal torment in the afterlife so the 'compassionate' thing is to destroy them.
It's subjective because what if the 'suffering' of one undead will ease the pain of several living people. We can argue about this until the cows come home. :)
However, that doesn't mean that your PC can't use command undead. Maybe he's not convinced or is willing to have the undead continue its suffering for the greater good. Maybe the undead deserves the suffering.
In the end it's up to you whether you are a radical priest for roleplaying purposes or a radical priest for RP and also have the associated archetype.
I can tell you right now that using undead as a Pharasmin priest will not sit well with the local Pharasma Church.
Does this help?
Game on!

Fabian Benavente |

I'm interested in playing a Pahmet Dwarf who is a Stonelord Paladin, but I'm windering if a Paladin is a good fit, for example if there is a lot of tomb robbing.
Tomb 'robbing' is sanctioned by the local Pharasma Church as long as it's done within certain rules ( we'll get more of this in game but things like: respect for the dead, no unnecessary defiling, etc.).
You could tailor your paladin with another focus other than tomb robbing, perhaps he's there to destroy undead, seek knowledge, etc.
Up to you how you play him but I don't think the paladin is prohibited from the onset.
Game on!

Arthur G |
Does this help?
It absolutely does, yes. I'm not gonna argue the morality of controlling the undead. Especially when I don't disagree with you. Things like Control Undead aren't awesome things to do.
I think I'll just drop the Separatist angle though. It'll allow for smoother play and, as I mentioned, the character was never designed with the archetype in mind. He will remain a more conventional Pharasmin priest. Thanks for indulging my yammering and thank you for taking an interest in shaping the character. It speaks volumes about you as a GM.

Wolfwaker RPG Superstar 2013 Top 8 |

Wolfwaker wrote:I'm interested in playing a Pahmet Dwarf who is a Stonelord Paladin, but I'm windering if a Paladin is a good fit, for example if there is a lot of tomb robbing.Tomb 'robbing' is sanctioned by the local Pharasma Church as long as it's done within certain rules ( we'll get more of this in game but things like: respect for the dead, no unnecessary defiling, etc.).
You could tailor your paladin with another focus other than tomb robbing, perhaps he's there to destroy undead, seek knowledge, etc.
Up to you how you play him but I don't think the paladin is prohibited from the onset.
Game on!
I've got a pretty good backstory brewing and he would definitely be out to root out undead, I just didn't want to miss out on all the goodies (and be at odds with the party) if the whole adventure is about looting the tombs.

Fabian Benavente |

Fabian Benavente wrote:Does this help?It absolutely does, yes. I'm not gonna argue the morality of controlling the undead. Especially when I don't disagree with you. Things like Control Undead aren't awesome things to do.
I think I'll just drop the Separatist angle though. It'll allow for smoother play and, as I mentioned, the character was never designed with the archetype in mind. He will remain a more conventional Pharasmin priest. Thanks for indulging my yammering and thank you for taking an interest in shaping the character. It speaks volumes about you as a GM.
That's fine. He can still have some discrepancy with the typical Pharasmin but it sounds like it won't be as much.
Character creation is one of my favorite parts of the game. I 'do' this to present you guys with interesting situations and I then sit back and enjoy the show. I like to think that I set a pretty decent stage but you guys, the actors, just wow me. This is why it's important to pick the right players.
Game on!

Fabian Benavente |

I've got a pretty good backstory brewing and he would definitely be out to root out undead, I just didn't want to miss out on all the goodies (and be at odds with the party) if the whole adventure is about looting the tombs.
He wouldn't miss out on all the goodies and a 'little' character conflict in the party is always good.
The PCs will start out as tomb 'explorers' (they don't like to be called robbers) but will then take on a whole new role.
I look forward to reading about your PC.
Game on!

Boram Tuffot |

Here is what I have so far for Boram Tuffot, halfling alchemist from Westcrown. Character sheet is not near completed.
It was not meant to be.
Three months after his 25th birthday, when he was out purchasing essential alchemical items for Berent his master’s house was devastated by influential enemies. Returning to the house to his master’s body spread out on the yard, he was uncertain what to do, until his mother pulled him out of sight, shoving some bread and cheese into his hand and begging him to leave the city before the man found him. In tears, he rushed from the property, making for the docks, where he was able to barter passage by offering the captain of the Peraled Maiden, a man named Feld Blake, the most valuable of the alchemical components in his possession. Not knowing where they sailed, Boram did his best to befriend the crew, helping to run messages and prepare meals. In that time, he learned to enjoy cooking, though many of the sailors learned to discard their food when he was on duty. Seeing the halfling’s love of brewing but inability to concoct an edible meal, Feld sent him to the ship’s alchemist, a man names Leonard Stake. A stooped man with a gimp leg and a mean glare, Boram was frightened of the man at first. But as he did the man’s bidding, he learned more of the alchemy he practiced. As he learned, he earned the respect of the crotchety old man, who began to smile at the exuberant halflings manner and jokes. Pretty soon, after several accidents that left patches of dark hair seared away, Boram learned to create his own bombs and other concoctions. In alchemy, the Halfling found something he could devote his intellect and nimbleness to. This new passion even helped fend the ship form pirates as it made its way through the Shackles.
Upon arriving in Garund, Boram bid farewell to the merchant crew that had been his family the past several months. Setting out on his own with a few supplies and a small alchemy lab that Leonard had gifted him, Boram traveled from city-to-city, hearing more about the wonders that could be found in Wati. Heading in that direction, he continued to practice his craft as he attempted to assimilate to the different weather and culture. Still quite out of place in the more arid climate, he sold his alchemical creations, and took on jobs when needed, to survive. By the time he arrived in Wati, he had learned much about the strange half city, one part live and bustling with trade and a mixing pot of races and the other half still and silent as the grave. Intrigued with the city, Boram checked in to a local inn so he could set up shop and see what the Necropolis had to offer.

brvheart |

If you still have openings here is Glendon.
Glendon
Male human (keleshite) paladin (undead scourge) 2 (Pathfinder RPG Advanced Player's Guide 117)
LG Medium humanoid (human)
Init +1; Senses Perception +2
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 22 (2d10+6)
Fort +8, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) or
mwk longsword +6 (1d8+2/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
At will—detect evil
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 11, Cha 16
Base Atk +2; CMB +4; CMD 15
Feats Power Attack, Weapon Focus (longsword)
Traits chosen of iomedae, undead crusader
Skills Diplomacy +7, Heal +5, Knowledge (religion) +7, Perception +2, Sense Motive +4
Languages Common, Kelish, Osiriani, Ancient
SQ lay on hands 4/day (1d6)
Other Gear chain shirt, heavy steel shield, dagger, mwk longsword, backpack, belt pouch, flint and steel, holy text, mess kit, trail rations (5), waterskin, wooden holy symbol of Iomedae, 18 gp, 1 sp, 1 cp
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Special Abilities
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Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used. Stat Block

Adventurer#33 |

Here is my submission. I have the crunch partially done. Mechanically he is just a vanilla barbarian.
Thane Blackwolf (I am not totally sure about the name)
24 year old Kellid tribesman. Barbarian 2
Sarenei the daughter of an unimportant Kelish merchant from Wati in Osirion, was a beautiful girl with jet black hair, olive skin, and enormous brown eyes. Sarenei had been kidnapped from her home in Wati and brought Absalom to be sold at the slave market. From the moment Thane saw her he fell head over heels in love with her. Without thinking he followed the men who bought her at the slave market to the estate of their employer a wealthy chelaxian noble. Sarenei was to be a gift for their employer 's eldest son. Thane broke into the estate and discovered the nobles son attempting to claim his gift. Thane killed the noble man's son and two servants and fled the mansion with Sarenei. The pair of fugitives were lucky to run into a kindly Halfling with connections to the bellflower network. He was able to arrange to get Thane and Sarenei onboard a ship out of Absalom.
Thane and Sarenei able to eventually make their way back to Wati and Sarenei family. Grateful for his daughters safe return Sarenei's father gifted Thane with a magnificent bastard sword. He expected Thane to take his reward and leave. When Thane didn't leave and his reason for staying became clear Sarenei's father was more than a little unhappy. He would eventually come to accept and approve of Thane.
Thane is now 24 and has been living in Wati for the last five years. He and Sarenei were married two years ago and for a brief period the future looked very bright. Then a year ago Sarenei's father made a risky decision. He put everything he owned into bringing a shipment of silk from far away Tien Xia. He traveled to Qadira to meet the shipment and bring it back to Osirion himself. On the way back from Qadira his ship was attacked by pirates. Sarenei's father was killed and the cargo of precious silks stolen. Sarenei's family lost everything. Thane has been doing his best to take care of his wife and mother in law but he is no merchant. He was about to sell the sword Sarenei's father gave him when he heard the announcement of the opening of the necropolis. If he can find something of real value he can recover some of his family's lost fortune.
Thea Qeshyahar: Sarenei's mother and Thane's mother in law. commoner 1/expert 1 Thea weaves rugs.
Khair Qeshyahar: deceased? Sarenei's father, Thane's father in Law expert 2 merchant believed to be killed by pirates.
Picture
I would like to refluff the Wati Native trait a little. Instead of having been born in Wati, Thane has lived and worked there for several years and knows the area well.

Fabian Benavente |

@ Boram Tuffot and brvheart
Thank you both for the submissions; they will be part of the final evaluation.
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To everyone, I have received some decent submissions and a promise of a couple of more in the next day or so, therefore, I am only going to accept submissions for a period of about 48 hours from right now.
I will make my final decision on Sunday (11/23/2014) @ 10:00 EDT.
Game on!

Fabian Benavente |

Here is my submission. I have the crunch partially done. Mechanically he is just a vanilla barbarian.
Thane Blackwolf (I am not totally sure about the name)
24 year old Kellid tribesman. Barbarian 2
** spoiler omitted **** spoiler omitted **...
Excellent stuff, thank you sir.
I'm OK with the Wati trait as you describe it.
I wanted to see the pic but I need 'access'.
Game on!