Mummy's Mask - Book 2 - PbP

Game Master Lucendar


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Hello all...I've been on the boards for a few years now and I have some time on my hands so I would like to run this AP, starting at Book 2. In the past, I have had a history of RL issues ruining my games, but I don't foresee any issues for the near future, so I hope you will take a chance on this game.

I will be running through the Mummy's Mask AP, starting at Book 2. You can look at the free Player's Guide for character ideas, traits, and more information about the setting. I will be picking four characters.

-- Character Creation Rules --

Stats: 25-point Buy (NO stats below 10 or above 16 pre-racial)
Traits: 2 (No Rich Parents) (1 Mummy's Mask Campaign, 1 other)
Classes allowed: No Gunslinger (except Bolt Ace), Occult, Oriental-flavored, or Summoner.
Races Allowed: Core Rulebook only
Alignments: Non-Evil
Feats: No Dazing Metamagic
Starting Level: 5 (I know Book 2 starts at 4th, but will adapt)
Starting Cash: 10,500 gp
Starting HP: Max HD(1st level) +(1/2 die + 1 + Con) per level.

Your application should answer the following questions:
Your timezone and posting habits.
What has your character accomplished in his/her life? Greatest achievement?
Why is he/she in Wati - what is your connection to the city? Native or foreigner?
The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?
Give me a feel for your character's physical appearance and personality.

Recruitment ends on December 2nd at 6:00 pm EST. Any questions, please let me know.


Hey Luc, I am definitely interested in this. I am thinking a half-elf bolt ace...they hit their sweet groove at 5th level. I will work on it and get back to you.


I've got a Human Barbarian/Rogue PC that I'd like to submit. Need to bring him up to 5th level. Will try to have this done for tomorrow Monday at the latest.


Another MM recruitment is about to close. I would expect a small flood of applications after that selection is made. Those applications close out on Monday.


Interesting. I've got an idea brewing-a former thief who found religion after a brush with death. He'd be a Knifemaster unRogue/Warpriest of Pharasma.


Going to be putting forward an unchained shadow walker rogue. Half-Drow. This is the only campaign where the build I have in mind will come together. :)


Hi Luccendar,

What a wacky coincidence! I just happen to have a 25 point buy character all made up especially for Mummy's Mask just sitting around.

This is Sefanit. She's a Witch with the Medium archetype. That's just a side gig though. Actually she's an Osirionologist, Historian, and Linguist from Rahadoum who has academic interests in what is being discovered in Wati's Necropolis.

Sefanit was made for a previous campaign that folded early in Book 1. I didn't get to play her for long but she was lots of fun while it lasted. If you want a sense of how I role play her, the gameplay thread of the old campaign is linked to this alias.

I've leveled her up and she's mostly ready to go. I just need to add spells and equipment to match the level increase.

The Exchange

Standard cleric of Ra. I could possibly go Evangelist(it has good synergy but may be risky) , but not sure how lethal the mod is to swop out cure spells.

Amenhotep:

Female cleric of Ra, LN alignment

Str 10
Dex 12
Con 13
Int 10
Wis 16
Cha 21

Feats: Selective Channel, Versatile channel, Craft magic arms and armor, Craft Reliquary

Traits: Sacred Conduit, Reactionary

Alternate racial traits:Dimdweller

Gear:Breastplate, Handy Haversack, Headband of Alluring Charisma, Wand of CLW,+1 light shield (Reliquary), cracked dusty rose prism, other gear TBD

Using rulership variant channel,harm variant.

Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.(DC 18 will against undead, DC 17 against living targets)

Domains:Sun, Fire

At will—Detect Magic, Create Water, Light, Guidance
Lv 1 spells known (4/day): Remove Fear(x1), Bless (x1), Ant haul (x1), Burning jands(D), Open Slot
Lv 2 spells known (4/day): Summon Monster 2(x2), Concecrate, One open slot, Produce flame(D)
Level 3 Spells known (3/day):Daylight, Dispel Magic, One open slot, Fireball (D)


How about Background Skills?

Character
Half-Elf
Lore Warden Fighter (2) Shadow Walker Unchained Rogue (3)

Party Role
* Trap finding (+12) and disarming (+16)
* Front line power attacking and sneak attacks (+9 Hit, 1d10+10 damage with +2d6 sneak attack)
* Constant Detect Magic. May use dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.)

GM questions
* Your timezone and posting habits.
- On west coast, but moving to east coast soon. Can post daily.

* What has your character accomplished in his/her life? Greatest achievement?
- Surviving as a drow slave (being useful enough to keep, and not too much of a liability to kill/sacrifice)
- Escaping from a life of slavery and fleeing to Wati
- Earning a name as being an up and coming tomb robber

* Why is he/she in Wati - what is your connection to the city? Native or foreigner?
- Foreigner. See Background. Long story short, he fled there.

* The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?
- See Background. Long story short, he doesn’t have the funds to buy, but he wants to know who does. He is looking to join an expedition that could pay well.

* Give me a feel for your character's physical appearance and personality.
- See Background. :)

Background:

Drow of the Darklands Pyramid wrote:
Osirion is filled with countless ruins, pyramids, tombs, and other strange structures dating back thousands of years. For centuries, the lore and artifacts locked away in these locations were out of reach, but the Ruby Prince Khemet III saw the potential for increased trade and taxation in these long-buried sites, and decided to allow explorers and treasure-seekers to plunder these tombs...
One such pyramid was known as the Stalactite Pyramid. A group of drow had found it and has been trying to a way past the magical seals preserving it. Under the guidance of their noble leader Jevana, priestess of Abraxas (demon lord of forbidden knowledge), these drow deciphered enough from the carvings on the outside of this subterranean pyramid to realize it has a counterpart on the surface, but their scouts arrived at the Tilted Pyramid the Pathfinders started their dig there. Outnumbered and not willing to risk an all-out attack on the surface (especially as the travel time from the cave entrance would probably leave them stranded in the daylight), the drow decided to attack caravans leaving the dig site—caravans which happened to pass less than an hour from the cave...

Malkaer has never known who is mother or father were. He was born into slavery, deep in the darklands. What was clear about him was that he was that he carried within him a strong amount of drow blood. This made him a prized slave. Indeed, his first memory was being sold to a new master. Growing up in captivity, he was originally a house slave, waiting on the needs of the noble household that owned him. As he grew older, his mistress had him trained to be a spy for her, expecting that his drow blood would make him more reliable than other slaves. For reporting to her about the comings and goings of her sisters, Malkaer was richly rewarded. For a slave, that is. This duplicitous life went on for years, until his mistress came to, more or less, trust him. Trust him enough to murder an up and coming priestess who was not yet a threat. She had planned for him to be found and killed, but what she did not know of was his carefully concealed spell like abilities. His surprise return meant that he was useful enough to keep. However, when his mistress joined Jevana’s expedition to Osirion, she had to bring him with her. For left alone, who knew what secrets he could expose?

It was in Osirion that Malkaer learned of the plan to attack caravans near their dig site. Knowing that he was expendable, and would soon go from being useful to being a liability, he made his move. Sneaking away under the cover of day, he tipped off a caravan about the upcoming attack, and with the merchants fled. Fled to the city of Wati.

Being a survivor of drow politics his entire life, he quickly fell in with the city’s underworld. Before long he made a name for himself as a skilled dungeon delver, thief, and a half-decent Fighter.

The Auction

Malkaer has been invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. At the last such auction he had bought relics which he turned around and sold for a profit.

Without much gold to his name, he has accepted the invitation to see who else has come. In need to a good score to get him back into a comfortable lifestyle, he is mostly interested in finding an expedition to join.

Appearance and Personality
Malkaer is a half-elf with the pure white hair of his drow parent. Fairly tall and toned, he does his best to dress like the locals. However, he always wears the mithril chain shirt that he stole from his mistress under his clothes. He is also certain to always have his blade with him. Slender and curved, he keeps it wrapped up when it is not needed or when it would be impolitic to openly wear it.

He is generally polite to everyone, even his enemies. For he has long since learned to avoid slighting anyone. For a drow would easily kill him any insult, and a fellow slave might well dispose of him in his sleep. This means that he more than a little paranoid.

His greatest fear is being a slave once more. Even more terrifying is the thought of his mistress’ anger...


Dot.


I guess we're using the traditional 2 traits - one of which being a campaign trait?


Thank you for the interest. :)

Malkaer: Yes to Background skills. I completely forgot to add that part.
Jereru: Correct, 2 traits, one campaign, one player's choice


Background Skills! Great!

Also reworked my character. Same backstory, but is now a snakebite brawler (2) Unchained shadow Walker Rogue (3). Did it because of the backstory. I just didn’t see the character getting all that much official training with weaponry. But learning how to kill quickly and cleanly with his bare hands? That I could see. So...

Unarmed Strikes. Dex To Hit and Damage.

To Hit: +9/+9
Damage: 1d6+7 (+3d6 sneak attack damage)

The kind of guy who can snap a neck or two.

The Exchange

Your timezone and posting habits.

GMT +8. I can post multiple times a day - just see how much furious cross posting I AM capable off on my waking hours

What has your character accomplished in his/her life? Greatest achievement?

She is a pathfinder who has with her fellow pathfinders stopped the rise of the rise of the undead form of Sekh-pa-Mefer III, and saving the town of Eto in the process. They also looted his pyramid and brought back many artifacts of great value to the jewelled sages.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?

She is a native to Wati.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?

She wishes to see if there are any artifacts of Ra - that she can buy off to send to the jewelled sages in the pathfinder society for safe keeping.

Give me a feel for your character's physical appearance and personality.

Amenhotep is a tall regal woman with shoulder length black hair.here. She speaks with a low, soft melodious voice, yet when she speaks, people are somehow drawn towards her force of personality.

I know I will rework her traits - probably one of them will devotee of the old gods - Ra. Hmm. I can't take craft relinquary at this level - I only get a single feat at 5.

The Exchange

Amenhotep:

Female cleric of Ra, LN alignment

Init +2

Str 10
Dex 12
Con 13
Int 10
Wis 16
Cha 21

Hp 38
Saves +5 Fort, +2 Ref, + 7 will
Ac 16, Touch 11, Flatfooted 12

Feats: Selective Channel, Versatile channel, Quick Channel, Craft Wondrous Item

Traits: Sacred Conduit, Devotee of the Old Gods (Knowledge religion)
Skills: Spellcraft +8, Knowledge Religion +8, Diplomacy +8
Languages :Ancient Osiriani, Osiriani, Auran, Terran, Common, Sphinx

Background skills: Knowledge History +8, Linguistics +8

Alternate racial traits:Dimdweller

Using rulership variant channel,harm variant.

Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.(DC 18 will against undead, DC 17 against living targets)

8 channels per day.

Domains:Sun, Fire

At will—Detect Magic, Create Water, Light, Guidance
Lv 1 spells known (4/day): Remove Fear(x1), Bless (x1), Ant haul (x1), Burning jands(D), Open Slot
Lv 2 spells known (4/day): Remove Paralysis(x1), Summon Monster 2 (x1), concecrate, One open slot, Produce flame(D)
Level 3 Spells known (3/day):Daylight, Dispel Magic, One open slot, Fireball (D)

Gear:

Silver Mace, Cold Iron Dagger, 4 Spell Component pouches, Waterskin, 10 wooden holy symbols, 5 days trail rations, Backpack, grappling hook, Chain shirt, Light shield, dull gray ioun stones with continual flame (Cleric 3) on them, 10 pitons, 1 hammer, 1 crowbar, twine, fish hook, whistle, 10 sunrods,Ring of Sustenance, Cracked dusty rose prism, Headband of Alluring Charisma, Ring of sustenance, Wand of CLW, Wand of Concecrate, 10 vials of holy water, 250 gp worth of silver dust,Portable artificers laboratory.

Ok pretty much done.

Amenhotep Evangelist version:

Female cleric of Ra, LN alignment

Init +2

Str 10
Dex 12
Con 13
Int 10
Wis 16
Cha 21

Hp 38
Saves +5 Fort, +2 Ref, + 7 will
Ac 16, Touch 11, Flatfooted 12

Feats: Selective Channel, Versatile channel, Improved Initiative, Craft Wondrous Item(retrained)

Traits: Sacred Conduit, Devotee of the Old Gods (Knowledge religion)
Skills: Spellcraft +8, Knowledge Religion +8, Diplomacy +8
Languages :Ancient Osiriani, Osiriani, Auran, Terran, Common, Sphinx

Background skills: Knowledge History +8, Linguistics +8

Alternate racial traits:Dimdweller

Using rulership variant channel,harm variant.

Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.(DC 18 will against undead, DC 17 against living targets)

8 channels per day.

Domains:Sun,

At will—Detect Magic, Create Water, Light, Guidance
Lv 1 spells known (4/day): Remove Fear(x1), Bless (x1), Ant haul (x1), Endure Elements(D), Open Slot
Lv 2 spells known (4/day): Remove Paralysis(x1), Summon Monster 2 (x1), concecrate, One open slot, Heat Metal(D)
Level 3 Spells known (3/day):Daylight, Dispel Magic, One open slot, Searing Light (D)

Gear:

Silver Mace, Cold Iron Dagger, 4 Spell Component pouches, Waterskin, 10 wooden holy symbols, 5 days trail rations, Backpack, grappling hook, Chain shirt, Light shield, dull gray ioun stones with continual flame (Cleric 3) on them, 10 pitons, 1 hammer, 1 crowbar, twine, fish hook, whistle, 10 sunrods,Ring of Sustenance, Cracked dusty rose prism, Headband of Alluring Charisma, Wand of CLW, Wand of Concecrate, 10 vials of holy water, 250 gp worth of silver dust,Portable artificers laboratory.


I am interested in putting forward an Investigator following Pharasma. In the midst of building the character and I've come to realise that I have three language choices (after choosing Ancient Osiriani, Necril, Osiriani and Thassilonian), and I was wondering: what would make sense in this particular setting?

As for the role of this character, in order of importance: Skill Monkey/Face/Ranged Damage.


Seems like there’s a lot of connection to the elemental planes in Osirion, maybe one of the planar languages like Ignan or Terran?


Dot. Thinking a fire or water kinetisct or an arcanist.

After reading in detail, seems like it's to be the arcanist(or wizard). Alright then. Should be interesting.

Grand Lodge

Hmmm thinking a straight cleric here? or Cleric/Inquisitor


Your timezone and posting habits:
GMT, and able to post at least once a day.

What has your character accomplished in his/her life? Greatest achievement?
Falfinas has spent his entire adult life, as well as much of his childhood obsessed by the ancient Osiriani and their culture. He has published one paper, based on the experience of Pathfinder who was a family friend, but he now feels he must experience these things first hand.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?
He is a foreigner, and he is here to further research ancient Osiriani culture.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?
He is at the auction out of curiosity, and to perhaps pick up a bargain or two to help build his credibility. More than that, he hopes to network with other, better known, experts in his field in the hopes he can perhaps get himself invited to a digsite or two.

Give me a feel for your character's physical appearance and personality.
Falfinas is highly intelligent and stunningly short on common sense. Rather than capitalise on his intelligence by following a less dangerous pastime, he has launched himself fully into understanding ancient Osiriani culture, even against the suggestions and advice of his family friend, Morduin Falchas, an experienced Pathfinder.

Falfinas would be considered average for a Half-Elf. He isn't particularly well-built, although he does possess a hardy constitution. He is relatively lithe but more than that, he is possessed of an exceedingly keen intellect which is apparent through the quickness of his eyes.


It seems half-elves are the popular race, after I called it first. :) Here is my crunch - Devlin is a ranged damage dealer/trap disabler. I am still working on background.

Devlin Shadowsong:

Devlin Shadowsong
Male half-elf gunslinger (bolt ace) 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 49 (5d10+15)
Fort +7, Ref +10, Will +8; +2 vs. enchantments, +2 trait bonus vs. fear
Defensive Abilities dual minded[APG], nimble +1; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 darkwood heavy crossbow +12 (1d10+6/19-20/×3)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (3)
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 14, Int 10, Wis 16, Cha 10
Base Atk +5; CMB +5; CMD 21
Feats Deadly Aim, Point-Blank Shot, Rapid Reload, Rapid Shot, Weapon Focus (heavy crossbow)
Traits courageous, trap finder
Skills Acrobatics +11, Disable Device +16, Handle Animal +8, Heal +7, Knowledge (geography) +5, Knowledge (local) +4, Perception +13, Survival +11; Racial Modifiers +2 Perception
Languages Common, Elven
SQ crossbow maven, crossbow training, elf blood
Other Gear +1 mithral chain shirt, +1 darkwood heavy crossbow, crossbow bolts (50), crossbow bolts (10), belt of incredible dexterity +2, cape of free will +1/+2, masterwork backpack, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Crossbow Training Reload proficient crossbows 1 step faster.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Grand Lodge

Almost have my Swashbuckler(Inspired Blade) Done


Question, do you allow having purchased spell/formula books or spellpages in the games? I was thinking of making an Alchemist dedicated to finding a way to preserve and extend his life. Probably going for Preserve Organs and Mummification eventually cause thematically I think it could work well with the AP, though Ive never played so Im not 100% certain. But I know some people hate the idea of buying a common spell book in order to transcribe more lower leveled spells. Personally, especially when starting further into an AP, I feel like it gives casters the chance to fill out their book like they could have after finding any casters along the way. But wanted to check one way or another before I proceeded.


yeah... thinking an arcanist (occultist, and maybe Unlettered archtypes) native, with royal blood in his veins. Come to reclaim his land sorta thing.


Think I am going to withdraw here, a bit too tired tonight and I'll have no more time this week to got to it. Have fun those who make it!


Sorry to see you go, Shadow, take care.

Minas, are you referring to Pages of Spell Knowledge? Those are allowed.


I've been playing with an Unchained Rogue (Relic Raider). In this case, the mechanics helped focus the character's story pretty well.

Now I just have to write that story.

This build is really good for getting the valuable things in a tomb. Not nearly as good at fighting.

BSA weekly meeting tomorrow night, so I probably won't have this ready to submit before Wednesday night.


@Lucenar: Sefanit is complete now. If she's selected there might be some changes in spells and gear based on the other party members (and of course subject to your approval) but that's all. I haven't added any bonuses from magical items yet. I figured it would be easier to figure out where numbers are coming from when you review characters if those aren't yet in the mix.

A witch might not seem the first choice of class for a campaign that will very likely be undead heavy, but I think it's a good way to present challenges for a 9 level arcane caster. Between her archetype and working in other directions instead of going all in on debuffing, I think she'll do very well.

She will be buffing/debuffing, providing some battlefield control and direct damage, supplementary healing, and have very good knowledge skills in certain areas (don't want to hog it all from any bards or investigators that might be in the party).

I think all these questions are covered in the character writeup but in case your want them here:

Your timezone and posting habits.
Pacific Time Zone, West Coast of U.S. I can post daily, and either in the morning or evening. I tend to favor mornings.

What has your character accomplished in his/her life? Greatest achievement?
Sefanit has a very impressive biography as a scholar of Ancient Osirion. She is formally educated in its history and has produced both papers and lectures on the subject. She has also released three lingering spirits so they could travel on to their final rest. Returning from death was no small thing either, but she doesn't remember it, so no real feeling of accomplishment there.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?
Foreigner. Sefanit is from Manaket in Rahadoum. She has come to Wati because of the new opportunities to gather knowledge about Ancient Osirion the opening of the Necropolis presents. Also to take some time away so people back home will maybe forget about that whole "death" thing and the investigation by the Pure Legion that followed.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?
Sefanit would be looking for documents, texts, or art of historical significance. Magical items wouldn't really be her priority.

Give me a feel for your character's physical appearance and personality.
Sefanit is shortish and thin. Her complexion is a mocha light brown, and her face is prominently freckled. Her hair is long, black, and wavy to curly. She's used to a comfortable life and dresses well.

She isn't necessarily the typical awkward, introverted academic. Sefanit is friendly and has good communication skills, even if she has a sarcastic streak. She's very confident of her talent as a scholar, and expects to be recognized for it. On the other hand she's kept her abilities as a witch and her familiar a strict secret, even from her parents. She doesn't expect to need to keep the secret far away in Osirion, but she doesn't know how she will handle being known as a witch publicly either.


Dotting. Still debating character concept. Maybe occultist

The Exchange

Lucendar-is retraining before campaign start allowed?


Can we take a drawback for an extra trait? I was planning on having a debt anyway, so...

Also, is Outlander acceptable as a campaign trait? None of the ones in the PG seem too appealing to me. The PC is a Swashbuckler/Magus who's come to Wati for the money and the magic knowledge/items.


Dotting for interest. Perhaps a Paladin of Sarenrae?

Grand Lodge

Your timezone and posting habits:

GMT+12, and able to post multiple times a day.

What has your character accomplished in his/her life? Greatest achievement?

-Had prevented the potential rise of a powerful undead by eliminating the sort of disturbance that was about to cause it.
-Her skills of dealing with the undead are highly soughted and is recognized by the people.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?

Native, Amiri Yati's is descended from a long line of undead hunters that whose sole oath was to protect the cities Osirion including Wati from the uprising of the undead long time ago. The oath still stands today.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?

Gives her a reason to be watchful for undead activity that might arise from the actions of the expedition party. After all, tomb-raiding is a bad omen.

Give me a feel for your character's physical appearance and personality.

Amiri is a growing beauty with a stony face. Though built and slightly muscular, she has a perfect hourglass figure. On the contrary to her loveliness, she dresses very simply in white cotton, armed with her trusty bow.

Amiri is dutiful, independent and very opinionated. She is also tough, being able to control her emotions really well and not letting weakness show. To those she trust or whose cause aligns with her, she is loyal and protective.


Just realized no occult classes allowed. Will make an elven transmuter instead.

Dark Archive

Pathfinder Adventure Path Subscriber

Are you willing to take players that are new to PbP, or do you want PbP veterans only?
I have plenty of experience Gming for tabletop, but I haven't taken part in a PbP before


Dotting for when I get off work. Never played Mummy's Mask, but it has been on my list for years.


Just a Mort - retraining in what sense? Explain with example.
Jereru - no drawbacks and you still have to pick campaign trait from book (if you want extra traits, you would have to spend feat on it)
Yas392 - what class is your character? I would like to see a character sheet.
Taliesan - I don't mind new players as long as your concept intrigues me and you post regularly.

Grand Lodge

Ranger. Will post character later.

The Exchange

Let's take my evangelist version of Amenhotep.

I do not qualify for craft wondrous feat at level 1,since it requires a caster level of 3.

My feats are listed as improved initative, craft wondrous, Selective channeling and versatile channeling.

An evangelist cleric does not get channeling until level 3. Thus selective channeling can only be selected at 3,and versatile channeling at 5. So my level 3 and 5 feats have already been used.

But I want to take craft wondrous which requires a caster level of 3. So I retrained one of the feats I got at level 1,say from toughness into craft wondrous. Is that allowed?


Hello. This is Jereru's application, Massimo. Still some money to spend, calculations to be made and the background will be expanded a bit, but mostly done.

Massimo was a member of a family of assassins in Cheliax. After a near-death experience, he was rescued by a man who instilled a bit of ethics in him. Together, they realised Massimo wasn't really a member of the family by birth, but instead belonged to a magical lineage whose secrets lie buried in the deep catacombs of Osirion.


may I spend cash to learn additional spells before playing and/or use scribe scroll to craft my own scrolls?

Dark Archive

Please add for your consideration Professor Thorne. This is Isin Ghar's submission.
I ended up building a half-elven bard archaeologist. Alias has Character details, and will use this to complete Character Background, Appearance & Personality. It is still a work in progress, but wanted send something tonight. Thank you for your review and good luck to all.

Your timezone and posting habits:

Timezone is GMT -3.0 and I post at least once a day after work. On occasion will post early in the morning before heading to work and/or during lunch.

What has your character accomplished in his/her life? Greatest achievement?

Professor Thorne is extremely proud of being selected as a permanent professor of history at the prestigious Arcanamirium, the most well-known magical school of Absalom despite not being a wizard himself. He achieved tenure two years ago after a decade of dedication, hard work and completing a number of missions for the powerful Masters of the Academy. Since then he has gained more independence and now is a traveling docent spending most of his time at archaeological digs and exploring ancient ruins.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?

His mother (human) is Osirian and originally from Wati. Her bedtime stories all included marvelous tales of ancient Osirion and planted a seed in young Thorne's subconscious, which now draws him to the city. He credits his mother for his passion for history and Osirian relics and traditions, and his elven father for his wanderlust and spirit of adventure. He lost both his parents at a young age, and he has come to Wati in search of his roots and identity. He believes his mother is a direct descendent of an ancient line of pharaohs and this drives him to search for clues to his illustrious bloodline. He is not a native, but he does not consider himself a foreigner despite not having been born in Wati nor ever lived in the city.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction?

Professor Thorne learnt about the Osirion relics from his colleagues in academia that operate in the city. He was asked by his friend Abdel Shepses (a priest of Pharasma) to visit the auction and look for any interesting items. On a personal note Thorne hopes to find leads to his family tree amongst the artifacts.

Give me a feel for your character's physical appearance and personality.

Thorne is a half-elf that favors his mother's human racial features above his elven heritage. His dark brown wavy locks fall to his shoulders, and he sports a distinguished-looking goatee. He has dark brown eyes and olive brown skin, so he does not stand out on the streets of Wati as a foreigner. He is taller and slimmer than the average native, clearing six feet by half a foot and weighing less than 160 pounds, so he does tower over most of the locals. He is a bit self-conscious about his height, and has begun stooping over and hunching his back since his arrival in Wati. He wears light, loose clothes, favoring white cotton shirts and loose khaki breeches. He has a large floppy hat to shade his eyes and face from the blistering sun. His most distinguishing item is an ancient longbow that is clearly of elven craftsmanship and design. He keeps it strapped across his back even when walking the streets, which has attracted the attention of the local guards more than once.


Your timezone and posting habits. I am in Central USA - same as Kansas City and Dallas. During the week I post between getting home form work and heading for bed. On many weekends I can be an active poster. I am, however, active as an adult Boy Scout leader, and I spend a significant portion of Tuesday nights and something like 2 weekends a month (average) with the BSA and not posting.

What has your character accomplished in his/her life? Greatest achievement? Vilho has managed to make a career out of disrespecting his parents, though that was never the intent. He was trained in how to strip an archaeological site by his Pathfinder parents, but he has much more mercenary motivations. He entered this path, and found himself permanently attached to it, when he stole artifacts from his parents' work and sold them for cash. Not his best moment, but a truly defining one.

Why is he/she in Wati - what is your connection to the city? Native or foreigner? There is no place better for someone who wants to make money by selling artifacts, regardless of how they got them. Vilho is a foreigner, but he seems very much at home.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction? Attending the auction provides him a chance to see the immediate variance in sale prices to value, as well as an opportunity to meet both buyers and those who are promoting expeditions. Vilho needs to attach himself to an expedition in order to have a chance at acquiring any goods.

Give me a feel for your character's physical appearance and personality. Appearance is below. Obviously (from the above), Vilho is very self-serving and not concerned too much with authority or propriety. The thing is, since he was raised by decent people, his views are beginning to mellow as he ages. Vilho is still very much worried about Vilho first, but he is beginning to worry more about who he surrounds himself with, about what community he can live in permanently.

Description Vilho of Scholar's Row is a young man of no more than 20 years, with a youthful enthusiasm on his face and calluses on his hands in some unusual locations, indicting neither manual labor nor intense combat training. His shoulder-length dark brown hair is sun-bleached on the outer layers to a beige approaching blond, with the darker color visible as the wind plays with it. His neutral brown eyes are hard to see behind the goggles he wears tight over his face. He has a tight, bright purple shirt with a high, turtle-neck style collar, but made of a thin cotton. Above this shirt he wears a much looser, low-cut yellow shirt with billowing sleeves that extend just slightly past his elbows, with the tighter, purple sleeves keeping his arms covered down to the wrists. His ballooned, soft-mint green pants tie off just above his red boots. A sash of deep blue and a golden yellow holds the outer shirt close, with a more utilitarian leather belt fastened across the sash. He adds his pack and weapons over this outfit.

Background:
Everyone has heard of the Pathfinders, and when you mention them everyone pictures the valiant adventurers facing open competition with other combatants and fighting their way to ancient treasures. There are another kind of Pathfinder sent into the field. They are the ones who carefully catalog, map, and secure the contents of the various ancient locations their more famous counterparts "secure." Vilho's parents were part of the second type of field agent. As a result, Vilho spent his life moving about Golarion, never staying in one place much longer than it took his parents to finish cataloging and packing the contents of the current location.

Much of his youth was spent playing with the pieces of disassembled traps. As he grew older, some of the more hands-on members of the team (versus his parents' intellectual strengths) showed him how to find the traps without setting them off, and how to disable them. As he reached the typically rebellious teen years, he turned away from the rich history and intellectual value of the artifacts surrounding him, and fell into recognizing the artifacts as wealth to be claimed. It didn't take long, given the detailed records of the Pathfinders, for him to get caught selling artifacts on the black market which were supposed to be shipped back to a Chapter House. The Pathfinders bodily removed him from the site, and banned him from pathfinder facilities.

Semi-fortunately, he was in Osiria at the time. The Black Marketeers were aware of his skills, and were able to find him some work. He started by helping select artifacts to purchase, and then helping define the range of prices they should sell them for. He wasn't their expert by any means, but he helped relieve the expert's workload. Then they sent him along on an expedition to help pick out what pieces to steal from a closed site. There, the skills he learned during his youth shined. He started being included in more and more of these expeditions, and he started building a reputation for his usefulness.

At this point, Vilho's been into over a dozen tombs, helping enrich his employers on every trip. He's decided it is time to try to enrich himself instead, and he's left for Wati, without truly having been released by his current employers, to find an expedition where he can pocket more of the take himself.


Religion:
Ancient Osirian
Mainly concenrs himself with:
Ptah - N god of Architecture, craftmanship, creation, and metalworking
and
Bastet - CN goddes of cats, pleasure and secrets

Combat:
Init +4 (4 Dex)
Speed 30'

BAB+3; Melee+4; Ranged/Finesse+7; CMB+4 (+7 with Finesse weapons)

Rapier +8 for 1d6+4 @ 18+ (P, Mithral counts as Silver; Cold Iron)
Sap +7 for 1d6+1 @ x2 (B, Nonlethal)
MW Darkwood Composite Shortbow (+1 Str) +8 for 1d6+1 @ x3, 70' (P, 60 arrows - 20 "out")

+3d6 Sneak Attack damage plus Debilitating Injury
(Bewildered, Disoriented, Hampered)

AC19, T14, FF15, CMD18 (5 armor, 1 Str, 4 Dex, 3 BAB)

+1 Dodge vs Traps (Danger Sense)
+1 Dodge vs Haunts (Curse Sense)

HP 10 (8 + (1xCon 1) + (1xFC))

Fort +2 (1 base, +1 Con)
Ref +8 (4 base, +4 Dex)
Will +3 (1 base, +2 Wis)

Evasion
+1 vs Traps (Danger Sense)
+1 vs Curses (Curse Sense)


Skills & Languages:

8+2 (Int) Active + 2 Background
Modifier Skill Attribute+Ranks+Class+Specified(+Conditional)
+12-Acrobatics 4+5+3
+12 Appraise 2+5+3+2 Trait(Foreign Opportunist) (Background)
+ 9 Bluff 1+5+3
+ 1-Climb 1+0+0
+ 2 Craft 2+0+0
+10 Diplomacy 1+5+3+1 Trait(Tongue of Many Towns)
+19/Disable Device 4+5+3+3 Skill Focus+2 Deft Hands+2 Trapfinding(+1 Insight (Rogue's Edge (Linguistics) to disarm written Magic Traps)(+2 Circumstance (MW Thieves' Tools))
+ 1 Disguise 1+0+0
+12-Escape Artist 4+5+3
+ 4-Fly 4+0+0
+ 2 Heal 2+0+0
+ 1 Intimidate 1+0+0
+ 2 Knowledge (Arcana) 2+0+0
+10 Knowledge (Dungeoneering) 2+5+3
+ 2 Knowledge (Engineering) 2+0+0
+ 4 Knowledge (Geography) 2+0+0+2 Racial(Wayfarer)
+ 2 Knowledge (History) 2+0+0
+12 Knowledge (Local) 2+5+3+2 Racial(Wayfarer)
+ 2 Knowledge (Nature) 2+0+0
+ 2 Knowledge (Nobility) 2+0+0
+ 2 Knowledge (Planes) 2+0+0
+ 2 Knowledge (Religion) 2+0+0
+11 Linguistics 2+5+3+1 Trait(Tongue of Many Towns) (Background)
+20+Perception 2+5+3+5 Competence (Eyes of the Eagle)+3 Skill Focus+2 Alertness(+1 Insight (Rogue's Edge (Linguistics) to detect written Magic Traps)(+2 (Curse Sense) to notice haunts)(+1 (Danger Sense) to avoid surprise)(+2 (Trapfinding) to detect traps)
+ 1 Perform 1+0+0
+ 4-Ride 4+0+0
+12 Sense Motive 2+5+3+2 Alertness
+ 4-Stealth 4+0+0
+ 2+Survival 2+0+0(+2 Racial(Wayfarer) to avoid becoming lost)
+ 1-Swim 1+0+0
+ 9 Use Magic Device 1+5+3

AC Penalty -0

Can use Linguistics instead of Sense Motive to intercept hidden messages (Rogue's Edge (Linguisics))
Can make all Knowledge rolls untrained (Rogue Talent (Esoteric Scholar))
Can make Perception checks to detect traps passively when passing within 10' (Rogue Talent (Trap Spotter))

Languages: Taldane (Common), Osiriani, Kelish, Ancient Osiriani, Ancient Azlanti, Jistka, Tekritanin, Thassilonian, Read Lips, Aquan, Auran, Ignan, Terran


Feats & Traits:

Trait: Campaign: Foreign Opportunitist: +2 Trait to Appraise; sell Osirian artifacts for 60% instead of 50%.
Trait: Race: Tongue of Many Towns: You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics.

1 Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
H Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
3 Deft Hands: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
5 Skill Focus (Disable Device): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.


Gear:
10,500 budget
2,000 Handy Haversack 5# - 12 CU' or 120#
...75 Ioun Torch -
..250 Traveler's Any-Tool 2# (HH)
2,500 Eyes of the Eagle - +5 competence to Perception
2,100 +1 Mithral Chain Shirt +5/+6/-0/10%/30'/12.5#
1,020 Mithral Rapier 1d6/18+/1#/P
..340 MW Cold Iron Rapier 1d6/18+/2#/P
....1 Sap 1d6/x2/2#/B/Nonlethal
..470 MW Darkwood Composite Shortbow (+1 Str) 1d6+1/x3/70'/1#/P
..100 MW Thieves' Tools 2# (BP)
...30 Desert Kit 20# (a 10-foot-by-10-foot piece of canvas, 3 doses of blain bane (This alchemically infused wax is spread over exposed skin to protect it from chapping, cold, dry winds, heat, and the loss of moisture. Applying it takes 5 minutes; once applied, it reduces any nonlethal damage taken from cold or hot environments by 1 point for 6 hours.), a hot weather outfit, a signal whistle, a scarf, and four waterskins.) (HH)
...20 100' Silk Rope 10# (HH)
....5 Gear Maintenance Kit 2# (metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.) (HH)
...50 Rogue's Kit 37# (a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.) (HH)
1,000 Cloak of Resistance +1 -
....3 Arrows, Common, 60 9# (3# externally carried, 6# in HH)
..300 Potion, CMW (2D8+3), labelled
..100 Potion, Hide from Undead (x2), labelled
..100 Potion, Endure Elements (x2), labelled

10,464 spent for 105.5 pounds total, 29 pounds as carried
36 GP on hand.


Unchained Rogue (Relic Raider) 5:

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
+3 +1 +4 +1
Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. (rapier)
Sneak Attack +3d6 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 Talentx2 As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent. (Trap Spotter, Esoteric Scholar)
Danger Sense At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Curse Sense At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects).

In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces uncanny dodge.
Rogue's Edge At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. (Linguistics)


Human:
Garundi
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice (Dexterity) at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled. Source PCS:ISR

Attributes:

S 13 +1 0-50 Lt 51–100 Md 101–150 Hv
D 18 +4 (Lvl 4)
C 13 +1
I 14 +2
W 14 +2
H 12 +1


Here is the complete character concept with sheet:

Your timezone and posting habits. I am in EST USA and can post multiple times per day, usually at night, and on the weekends.

What has your character accomplished in his/her life? Greatest achievement? Devon is a traveler by nature due to his devotion to Desna and his thirst for experiencing life and adventure (explains his Devotee to Green trait and Knowledge (Geo) class skill). His greatest achievement would be traveling from Varisia to Osirion, hitching trips on ships, caravans, etc. and working all kinds of odd jobs, from guide to guard to tomb explorer to thief (DD is +16). In combat, he has put down goblins and orcs and ogres, and even survived a foray with a hill giant, staying at range.

Why is he in Wati - what is your connection to the city? Native or foreigner? Devon is a stranger to the land, having arrived for only the past 2 months. However, the city calls to him as it satisfied his two greatest pursuits: curiosity and thirst for adventure. The food, the danger, the exotic women, the tombs, the history…he loves that he can experience something new everyday.

The Campaign starts as you are invited to attend an auction of Osirion relics recently recovered from a tomb-raiding expedition in the Necropolis. Why is your character at the auction? Due to his limited financial resources, Devon is not there to purchase any relics. More likely, he is serving as some wealthy patron or procurer’s bodyguard, intimidating any onlookers from disturbing his client with his large crossbow. He is watching the event and sees this opportunity to see how the elite of the city party the night away.

Give me a feel for your character's physical appearance and personality. Devon is like a college student trying to find himself. It is the reason he left home and his parents: to adventure and see the world. He is very naïve and optimistic and cheerful about the world. He sees life as his chance to experience and see things never seen before so danger does not scare him as his natural dexterity and skill with a crossbow has kept him safe from harm to date. As for his appearance, Devon is 25 years old and 5’9” with blonde hair and blue eyes. Something like this. He is slender and very agile. He wears loose fitting clothing for the desert climate over his mithral chain shirt. He wields his heavy crossbow in hand, with his quarrel of bolts close by, and a dagger on his boot. That is all the weaponry he requires. He carries a small backpack on his backpack which contains his tools for the upkeep of his crossbow.

History:
Devon Shadowsong is the offspring of his elven mother from the Mordant Spire, Larissa Shadowsong, and his human father Devlin Macland, a Varisian ranger, who was married at the time. Her pregnancy became a scandal, which forced his elven mother to flee her island home and seek shelter with his father. His biological parents were never married and thus, upon his birth, Devon was given his mother’s surname. His childhood was a happy one. His mother trained him in the use of the crossbow and his father taught him survival skills (explains ranks in Survival). At the age of 21, Devon, a devout follower of Desna, kissed his parents goodbye and set off to literally see the world with the inheritance he was granted upon reaching the age of maturity. For the last 4 years, Devon has seen much adventure and experienced many thrills and has now settled in the city of Wati for the past 2 months. Only Fate knows where he will next travel.

Future development:
Devon will progress from now on in the ranger class in his biological father’s footsteps.

Character sheet:

Devon Shadowsong
Male half-elf gunslinger (bolt ace) 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 45 (5d10+11)
Fort +7, Ref +10, Will +7; +2 vs. enchantments
Defensive Abilities dual minded[APG], nimble +1; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4/19-20)
Ranged +1 heavy crossbow +11 (1d10+6/19-20/×3)
w/Point Blank shot: +12, 1d10+7
w/PB, Deadly Aim, and Rapid Shot: +8/+8, 1d10+11 (19-20/x3)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (4)
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 14, Int 10, Wis 16, Cha 10
Base Atk +5; CMB +5; CMD 21
Feats Deadly Aim, Point-Blank Shot, Rapid Reload, Rapid Shot
Traits devotee of the green, trap finder
Skills Acrobatics +11, Craft (weapons) +10, Disable Device +16, Heal +7, Intimidate +4, Knowledge (geography) +8, Linguistics +1, Perception +13, Ride +9, Survival +10; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven
SQ crossbow maven, crossbow training, elf blood
Combat Gear
potion of cure light wounds: 50 gp
potion of endure elements: 50 gp
+1 mithral chain shirt: 2100 gp
+1 heavy crossbow: 2000 gp
crossbow bolts (60): 6gp
Dagger: 2gp
Belt of Incredible Dexterity +2: 4000 gp
Burglar's Bracers: 1050gp
Cloak of Resistance +1: 1000 gp
Ioun Torch Ioun Stone: 75 gp
Belt Pouch: 1 gp
Masterwork backpack: 50 gp
Masterwork tool (Craft Weapons): 50 gp
Remaining gold: 66 gp
--------------------
Special Abilities
--------------------
Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Crossbow Training Reload proficient crossbows 1 step faster.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on crossbow crit/killing blow.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +1 (Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.


I'm interested, I go with something fairly basic and make up a Ranger to handle the nasty environments.


Applicants so far:

Malkaer- Half-drow Brawler 2/Unchained Rogue 3
Sefanit - Human Witch 5
Amenhotep - Human Cleric (Evangelist) 5
Falfinas - Human Investigator 5
Devon - Half-elf Bolt Ace 5
Massimo - Human Swashbuckler (Inspired Blade) 1 Magus 4
Professor Thorne - Half-elf Bard (Archaeologist) 5
Vilho - Human unchained rogue (relic raider)

If I missed someone who posted a character sheet, please let me know. You still have to 12/2 to submit.


Just a Mort: I don't think it would be allowed by the rules, but I have no problem allowing that retraining.
Thecooldude: Yes on the spells, you would have to scribe scrolls in game


Lucendar wrote:
you would have to scribe scrolls in game

So, same with Spell Scars, I guess.

The Exchange

Lucendar-it is allowed by retraining rules.

Retraining faq wrote:


Can I retrain a feat to replace it with a feat I didn’t qualify for at the level I originally gained that feat?

Yes. As long as the new feat is a valid feat for your current character, you can retrain the old feat and replace it with the new feat.

For example, if you are a 3rd-level rogue who took Improved Initiative at 1st level, you can retrain that feat and replace it with Weapon Focus. Even though Weapon Focus has a prerequisite of “base attack bonus +1” (which means you couldn’t take it as a 1st-level rogue), it is a valid feat for your current level (3rd), and is therefore a valid choice for retraining. (Note: Likewise, the fighter class ability to retrain fighter bonus feats does not require you to meet all of the new feat’s prerequisites at the level you originally gained the feat.)

Just that to use it is fairly unusual since we are allowed to jump straight to 5,so usually we get to pick what feats we want already.

You also did not state any limitations on sources for the character so retraining technically would be allowed.

Grand Lodge

Amiri Yati is almost done. Posting here so that I don't need to browse through the long way to complete her.

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