Mummy's Mask - Book 2 - PbP

Game Master Lucendar


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Good evening all. GrinningJest3r here with Sethos al-Sabah - Male half-elf (Keleshite) alchemist (crypt breaker, trap breaker) 5; background in the profile.

Your timezone and posting habits.
USA West coast. GMT-8. I check in several times thorugh the day including before work, during lunch, immediately after work, and before I go to bed. I can post multiple times throughout the day with exactly how many depending on how busy work is. Definitely twice per day minimum if the rate calls for it.

What has your character accomplished in his/her life? Greatest achievement?
Sethos' greatest professional accomplishment is the modification to the basic firebomb technique learned from his aunt Ziza, which has a higher percentage of corrosive elements in it in order to fight off the undead and constructs which often guard tombs and crypts. This information has gotten out after his foray into the Necropolis and he plans on turning this modification into a monopoly... once he figures out how to ensure he can pass the knowledge on, or create bombs which do not go inert outside of his possession. IC this is a way to explain the damage change for the Crypt Breaker's alkahest bombs.

Sethos' greatest personal achievement is that he is fluent in eleven languages currently and in one particular excursion with Ziza, was able to use every single one of them.

Sethos' single greatest personal goal is to gain not only recognition from the ruling pharaoh as a master alchemist, but to eventually stand as the pharaoh's preeminent field expert in archaology and tomb exploration.

Why is he/she in Wati - what is your connection to the city? Native or foreigner?
The Sabah Nur family is native to Wati. They were elevated to nobility before the return of the pharoahs and currently own and run an alchemical regent and potion supply business.

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?
Sethos and his brother were part of competing expeditions into the Necropolis. As they share ownership and responsibility of their family's merchant business, both are attending the auction to get a feel for which other families and businesses are hunting for certain types of items.

Give me a feel for your character's physical appearance and personality.
Sethos is a fairly level-headed businessman, but a surprisingly brash, even potentially overbearing person otherwise. He has not felt the effect of cognatogens on his mind or mutagens on his body, and instead has focused on and tinkered with his bombs to maximize their effectiveness. He has had a fairly easy life in many respects and is not as jaded or quite as cautious as he should be. That being said, he has a very barbed sense of humor, often to the point of seeming malicious, and next to no filter due to his upbringing putting him above, or at least on par, with most people he would encounter.

For physical characteristics, see Artastrophe's Archmage on deviantart. Most gear has not yet been purchased. I'll get to that if I am picked for the story.


Phew! Just barely making it in. Hope I'm not too late, haven't really done an online game before like this. Also, let me know if I messed up the HP. Also, quick question-Alternate Racial Traits. I'd kind of like the one that grants me 30ft movement. Would you allow?

And without further ado, I present Atum Ziyad!

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Timezone=EST. Posting Habits= I'm never not on the Paizo website, though I get out of work around 5pm. Can post any time after that any day of the week.

Atum Ziyad is somewhat well known in certain circles as a guide, a shepherd. He lives out in the desert, mainly coming in to the city to offer his services, for he, among other things, is known as a guide. Few know the desert as well as he does, and he takes great pride in that. His greatest accomplishment is what he is most well known for-a terrible sandstorm hit unexpectedly, seemingly wiping out the caravan he was escorting across the desert. it was a full week before he made it back-and with him came the entirety of the humanoid population, not losing a single creature aside from the camels and horses. He brought them all back on foot-and all alive. People still tell tale of him brandishing flaming swords to defend them against the creatures in the sandy dunes, yet he carries only daggers. Most curious.

Despite primarily living out in the desert, he does frequent Wati enough to call it home. He is generally well liked, though few call him friend. He has a rather quiet intensity about him, though at the same time still is social, mostly attending gatherings of upper middle class folk, though is just as comfortable with the common folk as well. He's not always the life of the party, but there is a tale that he had one too many and unleashed a few creatures into the party-a claim he will always deny with an intense look on his face before throwing you a wink.

What he doesn't tell people too often, however, is his true reason for wandering through the city as much as he does-he's looking for something. Evidence. Proof. For among his many tattoos is an oddly shaped birthmark. He never thought much of it until he had a vision in the desert of it being a mark of royalty. Since then, he's been slowly looking into it, piecing together what he can. This is what brings him to some of the events, including the auction. He has little interest in taking power though-merely pursuing the truth of his heritage, curious to know where he comes from, and what it means.

He is, of course, a short man. He sportsa goatee as well as a shaved head, with just a small ponytail and a little hair on top that has been cut into swirling patterns, ones that almost look like glyphs of Ancient Osisian-as do his tattoos all over his body to match. He wears a variety of gold jewelery, having multiple piercings in each ear, and wears a variety of gold bangles around his wrist and ankles. He is very sage and zen, though will fight for his beliefs and allies with gusto when the time is right. He has been called intense by many, and that is due to him always giving things everything he has.

Character Sheet:

Atum Ziyad
Male Halfling Desert Druid 5
LN Small Humanoid
Init+3; Senses Normal; Perception +13 (15 in deserts)
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Defense
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AC 20, Touch 14, Flat-Footed 16 (+3 Armor, +4 Dex, +2 Shield)
HP 36 (5d8+7)
Fort +7, Ref +5, Will +9; +2 vs Fear
Defensive Abilities Fearless, Halfling Luck
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Offense
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Speed 25f.
Melee Dagger +7 (1d3+1/19-20)
w/Power Attack +6 (1d3+3/19/20)
Ranged Dagger +7 (1d3+1/19-20) or +6 (1d3/19-20)
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Statistics
Str 10, Dex 19, Con 14, Int 12, Wis 16, Cha 12
Base Atk+3; CMB +2; CMD 13
Feats Combat Casting, Weapon Finesse, Power Attack
Traits Suspicious, Blood of Pharaohs
Skills Acrobatics +7, Climb +6, Fly +8, Handle Animal +7, Heal +7, Knowledge Geography +9(11 in deserts), Knowledge Nature +11, Linguistics +3, Perception +13 (15 in deserts), Profession (Guide) +7, Sense Motive +7, Spellcraft +8, Survival +9(11 in deserts) Stealth +5 (7 in deserts), Swim +4
Languages Common, Druid, Ancient Osiriani, Osiriani, Kelesh

Combat Gear
+1 Leather Armor 1000g
+1 Dagger 2000g
+1 Wooden Buckler 1000g
Dagger (3): 3g
Belt of Incredible Dexterity +2: 4000g
Handy Haversack 2000g
Mundane
Waterskin: 1g
Bedroll: 1s
Chalk (10): 1s
Flint and Steel: 1g
Jewelery 100g
Remaining Gold: 398gp, 8sp
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Special Abilities
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Nature Bond Desert Domain
Nature Sense +2 on Survival and Nature checks
Wild Empathy
Spontaneous Casting Summon Nature's Ally
Heat Shimmer Free action Blur spell, 9 rounds/day. Dazes enemies who strike me (Fort Negates, DC 15)
Desert Native +1/2 level on K Geography, Perception, Stealth, and Survival in deserts. Can't be tracked.
Sandwalker No penalty to speed or Acrobatics or Stealth while moving through sandy or desert terrain.
Desert Endurance Ignores effects of a hot climate as if using endure elements. Also has a reduced need to eat and drink, as if wearing a Ring of Sustenance

Let me know if anything is off, or if there's anything I can clear up, I ended up typing this whole thing on little sleep, wanted to make sure I filled it all out before I forgot. Oh, and one more question-you mentioned recruitment ending the second of December. When will you be announcing your party, the same day?

The Exchange

Lucendar - I realized a wand of concecrate would cost 8000 gp factoring in the material component cost. Going to go buy a bag of holding and put the rest of it in holy waters and silver dust instead.

Amenhotep:

Female cleric of Ra, LN alignment

Init +6

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, Cure Serious Wounds, 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, Bag of Holding,Cloak of Resistance 10 vials of holy water, 250 gp worth of silver dust,Portable artificers laboratory, extra GP

Scarab Sages

Taliesan's submission here with Dahrehn of the Veins. The Background and full character sheet is in the profile, but I'll also post the crunch here

Dahrehn:
Dahrehn of the Veins Male Half Elf Monk (Unchained) 5
LN Medium Humanoid (Human, Elf)
Init +2; Senses Perception +13, Low Light Vision 60ft, Darkvision 60ft
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DEFENSE
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AC 19, touch 18, flat-footed 16 (+1 armor, +2 dex, +0 shield, +3 wis, +1 dodge, +1 level, +1 Deflection)
hp 49 (5d10+15)
Fort +6, Immune to mundane and magical disease Ref +6, Will +4 +4 vs Enchantment Immune Sleep
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OFFENSE
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Speed 40 ft.

Melee Unarmed Strike +9 (1d8+3/X2)
With PA +7 (1d8+7/X2)
Flurry of Blows +9/+9 (1d8+3/X2)
With PA +7/+7 (1d8+7/X2)
Ki Spent +9/+9/+9 (1d8+3/X2)
Ki/PA +7/+7/+7 (1d8+7/X2)

Ranged Shuriken +7 (1d2+3)
Flurry of Blows +7/+7 (1d2+3/X2)

Special Attacks Ki Points (5), Spin Kick, Stunning Fist(DC15, 5/day)
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STATISTICS
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Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +5; CMB +8; CMD 24
TraitsDevotee of the Old Gods(Ptah), Bullied
FeatsPower Attack, *Dodge, Skill Focus(Survival), Improved Unarmed Strike, Stunning Fist, *Deflect Arrows, Weapon Focus(Unarmed Strike), Blind Fight
*Monk Bonus Feat
Skills Adventure *Acrobatics +8, *Climb +10, Knowledge(Religion) +10, Perception +13, Sense Motive +11, Survival +9 Background Appraise +6, Knowledge(History) +9, Linguistics +2
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses Racial Perception +2 Trait Knowledge(Religion) +1, Knowledge(History) +1

Languages Common, Elven, Osirian, Ancient Osiriani

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SPECIAL ABILITIES
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AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Blended View Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Blind Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Bullied: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): +10ft Movement Speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Ki Pool (Su): At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. As long as he has at least 1 point in his ki pool, he can make a ki strike. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.
Ki Strike: Allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
Power Attack: -2 to hit/+4 Dmg
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist (Ex): At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Weapon Focus(Unarmed Strike): +1 to hit with unarmed attacks

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 25 lb.

Other Gear Cloak of Resistance +1, Ring of Protection +1, Bracers of Armour +1, 50 Cold Iron Shuriken, 50 Alchemical Silver Shuriken, Quarterstaff, Clear Spindle Ioun Stone, Ring of Inurement, Monk's Outfit, Wayfinder, Headscarf worth 5gp, Backpack(Masterwork)

Money 810 GP 0 SP 0 CP

Your Timezone and Posting Habits
My timezone is GMT, and I check the forums at least twice a day, or more if I'm at home. No concrete posting habits really, I'm more of a lurker for the messageboards, and this will be my first PbP if I'm picked

What has your character accomplished in his life? Greatest Achievement?
Dahrehn has not accomplished much of public note, however, he has recovered many artefacts of ancient Osirion for the pathfinder society, in particular the Scarab Sages. His greatest personal achievement to date is most likely the fact that he uncovered a ruined forge dedicated to Ptah dating back to the age of enthronement. His greatest professional success was probably the retrieval of the magical gemstone on which the Sage Jewels are based.

Why is he in Wati - what is your connection to the city? Native or foreigner?
Dahrehn is a native of Wati, but after leaving the city a number of years previously, anytime he returns, he attempts to blend into the crowd

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?
Dahrehn is at the auction to see if any of the recovered relics might be of use to the society, as well as to see if any relics regarding the worship of the old Osiriani gods have been unearthed.

Give me a feel for your character's physical appearance and personality.
Dahrehn is a reasonably tall half elf with some drow ancestry, that marks his appearance by making his hair lighter and the shape of his face more elven. Therefore, he attempts to not draw attention to himself, especially in Wati, which is his home town. He is initially cautious due to bullying and cruelty for his heritage when he was younger, but he is easygoing with those he considers friends. Due to his work for the society, he is more willing to work with those he is not so familiar with, but if someone makes an issue of his heritage, he is not quick to forget, or forgive.


DBH here with Zahur, my Ranger.

Zahur has taken the Trap finder trait, his specialty is guiding groups through the desert and into tombs. He prides himself on keeping parties alive, which is why he took that trait. He can handle deserts and ruins.

Crunch:

ZAHUR JIMARA

Male Human (Garundi) ranger 5. NG medium humanoid (human)

Init +3; Senses Perception +10,

Languages Ancient Osiriani, Common, Osiriani

AC 18, touch 13, flat-footed 15. hp 44 (5HD), Fort +5, Ref +7, Will +3, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Speed 30 ft. (6 squares)

Ranged composite longbow str +1 (+3) +10 (1d8+4/x3), within 30 ft. +11 (1d8+5)
Ranged composite longbow str +1 (+3) [deadly aim] +8 (1d8+8/x3), within 30 ft. +9 (1d8+9)
Melee dagger (alchemical silver) +8 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +8 (1d4+3/19-20), within 30 ft. +9 (1d4+3)
Melee dagger (cold iron) +8 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +8 (1d4+4/19-20), within 30 ft. +9 (1d4+4)
Melee longsword +1 +9 (1d8+4/19-20)

Abilities Str 16, Dex 16, Con 13, Int 13, Wis 14, Cha 12
Base Atk +5; CMB +8; CMD 21

Atk Options Deadly Aim, Humanoid (Human) +4, Undead +2,

Special Actions

Prepared Spells Prepared Spell List

Ranger (CL 5th):
1st - endure elements (DC 13) , gravity bow (DC )

Special Qualities Bonus Feat, Combat Style Feat, Favored Terrain (Desert) +2, Hunting Companions, Skilled, Track +2, Wild Empathy +6,

Feats Deadly Aim, Endurance, Fast Learner, Point-Blank Shot, Precise Shot, Weapon Focus (Longbow)

Skills (*Background)
Acrobatics +3,
Climb +8,
Craft (Untrained) +1,
*Craft (Bows) +9
*Craft (Leather) +5
Diplomacy +1,
Disable Device +14,
Escape Artist +3,
Handle Animal +7,
Heal +7,
Intimidate +6,
Knowledge (Dungeoneering) +6,
Knowledge (Geography) +8,
Knowledge (Nature) +8,
Perception +10,
*Profession (Cook) + 9,
Ride +10,
Sense Motive +2,
Spellcraft +6,
Stealth +10,
Survival +10,
Survival (Follow or identify tracks) +12,
Swim +7,

Possessions outfit (hot weather); mithral shirt +1; thieves' tools (masterwork); longsword +1; Composite Longbow STR +1 (+3) ; Composite Longbow STR +1 (+3) ; Handy Haversack [ Gear Maintenance Kit; Healer's Kit; Map Maker's Kit; Mess Kit; Shaving Kit; Survival Kit (Masterwork); Wand of Create Water; Bedroll; Wire Saw (Adamantine); Waterproof Bag (x2); Powdered Milk; Oldlaw Whiskey (Bottle); Grappling Hook, Common; Iron Spike (x4); Crowbar; Rope (Silk/50 ft.); Coffee Pot; Blanket; Shovel; Rations (Trail/Per Day) (x10); Ioun Torch; ]; Waterproof Bag [ Coffee (Cup) (x10); Honey (Jar); Soap (per lb.); ]; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); Dagger (Cold Iron); ]; Belt Pouch [ String (50 feet); Sewing Needle; Flint and Steel; Compass; ]; Canteen ;

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Favored Terrain (Desert) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in desert terrain (sand and wastelands). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Human) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 2 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+6 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

His portrait. Zahur

Timezone & Posting.
GMT +12, I post throughout the day, including weekends.

What has Zahur done?
He is becoming established as a guide, one who gets people who have hired him to the ruins they wish to explore, and keeps them alive, both travelling and in the ruins.

Why is he in Wati?
Wati is where the explorers and relic hunters start, where better for a guide to find work? Zahur isn't native to Wati, but has been there many times.

Why is he at the auction?
Because at the auction will be the many of those who Zahur has worked for in the past, and those he hopes will employ him in the future. More than that though, Zahur hopes to join up with a group of like minded people and be part of the group rather than an employee.

Grand Lodge

Amiri should be done.


Sounds fun! I’m thinking of a scimitar wielding paladin, vanquishing his undead and demonic foes hidden in all those dark, dank tombs!


I'm submitting Alaw Jec for your consideration. I'm in the eastern time zone and I post daily.


Gerald's Paladin submission for your consideration.

The answers you need should be in the profile. Please advise any suggestions, comments, or concerns. Thnaks so much.


Okay, thank you to all who applied (in reality, it was more than I expected). Here are my four selections (not party optimized but the characters I liked most):

Devon Shadowsong
Lilia Stinisen
Sefanit Batinayad
Professor Thorne

Those selected, kindly report to the thread: Link

I wish the rest happy gaming!


Try to have fun, guys!

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