Mummy's Mask - Empty Graves [Pathfinder] (Inactive)

Game Master Stiehle

Patfinder campaign set in the environs of the City of Wati in the nation of Osirion.


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Scarab Sages

Awesome! I'll rework her and get the submission in. :)

Scarab Sages

Sorry about the double post, need to roll HP.

HP: 3d8 ⇒ (6, 7, 6) = 19 Cool!


Dotting, alchemist or summoner

Scarab Sages

Bar the shouting Say'ri is finished - need to correct a couple of crunch errors but the vast majority of her new incarnation as an Aerokineticist is there.

A few things:
1. Can I have some gear please, Mr GM? I didn't have anything I really wanted to carry over from the old game, so its more fun if you pick my gear Mr GM-Boss-Man! :)
2. Drawback I took a drawback and an extra trait - I didn't see anything on it either way and the drawback is perfect for Say'ri's character. If it's a problem I can drop the extra trait.


Arg, tough decisions! I wish I could have just done a lottery to better cope, but as the established party had some areas covered, I went with who I felt would best fit what was needed, in addition to the character build and background.

I've chosen GM Solspiral (Akoris Sands), Emilia von Happledonk and Sefanit Batinayad to join my three other players. If any of the three of the original group don't make the transition to this board, or if any of the above three decline the spot (or fail to check in for whatever reason), I've got Say'ri Al Bashere as my alternate.

Thanks again for all the interest folks. I'll be bringing a few other adventures to this board over the next month or so, including a 3.5e Return to the Temple of Elemental Evil, a Pathfinder Slumbering Tsar Saga and a 5e Tomb of Annihilation - so keep your eye out and PM me if you are especially interested in one of those and I'll let you know as soon as I open recruitment.


I am disappoint. But I hope the GM and the selected players have a great time!


I will gladly accept the position. I'm just feeling so stupid for not checking this sooner.


Awww...my unorthodox characters just never seem to make it in...oh well. Was fun to get back into creation again anyway. Mind your step in those dusty tombs, folks.


Looking for a player to join the group trying to help the citizens of Wati deal with an undead invasion that has created panic in the city!

The group has a fighter, a cleric, a witch and a rogue. An arcane type would be great to have, but really the party is already well-balanced and so any class would be a fine addition.

Please read the first post in this thread for further details if you're interested. Thanks!


Hi there GM West, I'd certainly be interested in rolling up an arcane type. The party is still at level 4, I take it?

I'll do my best to get through some of the old posts and get the gist of what's happened and get back to you with an idea.

Cheers!


What about a...

NG Human
Ranger Infiltrator/Witchguard
Combat Style - Archer
Favored Enemy - Undead

After losing his ward, and a year's worth of losing himself and soul searching... He followed signs to Garundi, Manaket to be precise. And now here, Wati.

Next step, redemption.

"I seek the Speckled Witch, who's face reflects the starlit night sky. Where may I find her?"

If the concept seems plausible, I'll create an alias.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Dotting for interest.

Are occult classes allowed? An AP that seems generally geared towards exploring tombs seems like a great fit for the Occultist class


Hmm...
I kinda have an idea for an arcanist evoker that mostly uses sonic and force spells. So many undead are resistant to one energy type or another. But almost nothing is resistant to force or sonic energy.

or...
The other option could be a 'good' necromancer that tries to control the undead to be useful and not dangerous to the innocent.

I didn't see build rules in the first post. Did I just miss them?


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The last time recruitment was open you closed with 6 players. You have 4 now. Are you looking for 2 more or just 1?


Tried to read up on the history of the group through your links. However, at least on my phone, the text keeps jumping around as the ads change. Making it very difficult to read. I will try again on my laptop this evening when I get home.

Any races or classes you don't want to deal with? Hero points? Background skills? VMC?

I'm not really feeling the evoker yet. Still working on a personality I like.

Would the current group be unhappy with a dhampir necromancer that does NOT animate undead, but does try to control the ones encountered? Obviously don't want to build that if it is undesirable.


Ok, I could read the old thread on my laptop. Not sure what the problem was with trying to read it on my phone.

Quote:
... but does try to control the ones encountered? ...

from the old thread, it sounds as if it would be out of character for the group to accept someone even controlling the undead for 'good' reasons. So I will drop that concept.

Getting a little closer to a build and personality I like for the evoker.

Frizell:

Male ratfolk evoker 4 (Pathfinder RPG Adventurer's Guide 63, Pathfinder RPG Bestiary 3 231)
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 26 (4d6+8)
Fort +3, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee tailblade +2 (1d2-1)
Special Attacks intense spells (+2 damage)
Spell-Like Abilities (CL 4th; concentration +2)
. . 3/day—dancing lights
Arcane School Spell-Like Abilities (CL 4th; concentration +9)
. . 8/day—force missile (1d4+2)
Evoker Spells Prepared (CL 4th; concentration +9)
. . 2nd—blur, false life, pilfering hand[UC], sonic scream[ACG] (2, DC 18)
. . 1st—detect secret doors, heightened awareness[ACG], liberating command[UC], magic missile (2), reduce person (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—detect magic, detect poison, disrupt undead, prestidigitation
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 21, Wis 12, Cha 7
Base Atk +2; CMB +0; CMD 13
Feats Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits bauble fascination, havoc of the society, trap finder
Skills Acrobatics +4 (+0 to jump), Appraise +9, Bluff -2 (-6 to affect animals), Craft (alchemy) +11, Diplomacy -2 (-6 to affect animals), Disable Device +9, Disguise -2 (-6 to affect animals), Fly +9, Intimidate -2 (-6 to affect animals), Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +7, Sleight of Hand +4, Spellcraft +12, Use Magic Device +8 (+4 to affect animals); Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Aklo, Common, Draconic, Goblin, Necril, Orc, Undercommon
SQ arcane bond (bonded item only), cornered fury[ARG], paranoid, unnatural[ARG]
Combat Gear potion of cure moderate wounds; Other Gear tailblade[ARG], bonded item only, handy haversack, wayfinder[ISWG], wizard starting spellbook, 318 pp, 9 gp
--------------------
Special Abilities
--------------------
Arcane Bond (bonded item only) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Force Missile (1d4+2, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Paranoid Aid Another DC 15 for attempts to help you.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
--------------------

background:
Frizell has recently quit the Pathfinder Society. He still has his Wayfinder, though he was supposed to turn it in before he left. But then he didn't exactly tell them he was leaving.

Couldn't stand that he had repeatedly risked his life to recover some valuable relic and then had to turn it over to the society. As far as he could tell all they did was store it in the vaults. It might as well have never been recovered!
If they are making use of the relics, they certainly aren't telling anyone. Which makes you wonder what they might be using them for?!?

Now the paranoid and secretive ratfolk has traveled to Wati to find his own relics and decide for himself how they are best to be used.


I'll throw my hat in the ring with Kidhir here - a bit of Ranger and a whole lot of Sorcerer.

HP: 6 + 2d6 + 1d10 ⇒ 6 + (5, 5) + (9) = 25


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So I see in the past you said you wouldn't shut down any race/class options as long as their presence could be justified. With that in mind, I'm interested in bringing a Magus or Occultist. The former is an Arcade caster and the latter has lots and lots of utility. Any preferences as a GM on which one I should work on?


caps wrote:
I'm interested in bringing a Magus or Occultist. The former is an...

Arcade caster...

At ease folks, just a little fun. How do you think he does it?


Sorry for the delay folks, I usually go with the first to respond - though I see there have been several! I'm going to just go with one now, as a party of six seemed a bit too heavy for this adventure.

That said, I'll give another week for those that posted first to submit their completed characters for me to take a look at - otherwise I'll go on down the line. As it stands, here's the list:

littlehewy - No character yet, but first to respond. Yes, 4th level please.

Tarek Madrysian - No character yet, second to respond.

caps - No character yet, third to respond. An Occultist type would be just fine, as would a Magus. The latter could obviously be of help on the front line, which could be a very good thing.

ElterAgo - Has a character, fourth to respond.

Kidhir - Has a character, fifth to respond.

Let me know if anyone above is an alias for a player further down the list and I'll adjust accordingly.

Just a heads-up by the way, I usually try to post every three or four days or so (or more often if I can), but in the past few months my personal life has become a bit... chaotic you might say. So please do forgive any lapses in my posting rate - at the moment it's been 7 to 10 days between my posts. I hope to get back to my old routine sooner than later. If this affects your decision, I completely understand. Thanks for the interest, everyone!


That's too slow for me to stay involved. I will withdraw.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

That pace is fine with me. Occultists can make really great front liners so I will go with that.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

hp: 3d8 ⇒ (3, 2, 2) = 7

oof. Worse than PFS. Oh well.


If you need another o would step in here.


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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I present Ogochukwu, wandering explorer and collector of interesting old things. He has come to Wati in hopes of getting access to the tombs but finds this undead uprising very troubling.

I haven't crunched the numbers and I'm sure I haven't built him optimally, but I think he's generally comparable to a melee magus, with more flexibility in terms of tricks and abilities to buff other members of the party as well. His spell selection is narrow now but it will open up at level 6 and level 10 a fair bit. He should complement the party's existing front liner; I think their only feat in common is power attack. In combat he will try to position himself to take attacks of opportunity as much as possible.

I still need to figure out traits, some more gear, and possibly a more thematic set of weapons. But this should give you enough to go off of; let me know if you need anything else.

Ogochukwu:
__________________________________________________________________

Ogochukwu
Panoply Savant Occultist 4
LG Medium humanoid (human; Mwangi (Zenj))
Init +2; Senses Perc +7, SM +0,

--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (10 base + 7 armor + 2 Dex)
HP 24/24 = (8 + 4 + 4 + 4 + level 4 * (1 Con))
Fort +7, Ref +5, Will +6, (see Warding Talisman)

--------------------
Offense
--------------------
Speed 30 ft.

Melee
+1 cold iron bardiche, attack, martial skill, power attack: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20
cold iron, magic, slashing: 1d10 + 7 + 6 ⇒ (2) + 7 + 6 = 15

silvered lucerne hammer, attack, power attack: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
silvered: 1d12 + 6 + 3 ⇒ (11) + 6 + 3 = 20

cestus, attack, power attack: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
silvered: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Ranged

Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

--------------------
Statistics
--------------------
Str (19)*
Dex 15
Con 12
Int 18
Wis 10
Cha 7
*Physical Enhancement (Transmutation Implement)

Base Atk +3; CMB +7; CMD 19

Feats
1: Combat Reflexes
Bonus: Extra Focus Power
3: Power Attack

Traits
???

Languages
Common, Mwangi
High intelligence: Osiriani, Gnoll, Sylvan, Undercommon
Linguistics: Ancient Osiriani, Kelish, Necril, Polyglot

SQ
Skilled
Bonus feat

Knacks, DC14
mage hand, message, resistance

Psychic Spells
Level 1, DC15, 4/4
expeditious retreat, lead blades, shield
Level 2, DC16 2/2
ghostbane dirge, resist energy, spider climb

Mental Focus (9 points)
Panoply Specialization (Trappings of the Warrior)
Implements (Abjuration (4/4 points), Transmutation (5/5 points), Trappings of the Warrior)
Focus Powers, DC16 (Combat Trick, Counterstrike, Legacy Weapon, Mind Barrier, Sudden Speed)
Resonant Powers (Physical Enhancement, Warding Talisman)
Magic Item Skill
Object Reading
Panoply Focus

Skills 32 ranks = level 4 * (4 class + 4 Int)
+11 knowledge, arcana (4 ranks + 3 class + 4 Int)
+11 knowledge, history (4 ranks + 3 class + 4 Int)
+11 knowledge, planes (4 ranks + 3 class + 4 Int)
+11 knowledge, religion (4 ranks + 3 class + 4 Int)
+11 linguistics (4 ranks + 3 class + 4 Int)
+7 perception (4 ranks + 3 class)
+11 spellcraft (4 ranks + 3 class + 4 Int)
+7 use magic device (4 ranks + 3 class - 2 Cha + 2 magic item skill)

Combat Gear
4026gp +1 cold iron bardiche (transmutation implement)
1350gp +1 breastplate (abjuration implement)
195gp silvered lucerne hammer
5gp cestus
50gp 2x holy water
40gp 2x alchemist's fire
20gp 2x acid

Other Gear

314gp remaining


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
caps wrote:

I present Ogochukwu, wandering explorer and collector of interesting old things. He has come to Wati in hopes of getting access to the tombs but finds this undead uprising very troubling.

I haven't crunched the numbers and I'm sure I haven't built him optimally, but I think he's generally comparable to a melee magus, with more flexibility in terms of tricks and abilities to buff other members of the party as well. His spell selection is narrow now but it will open up at level 6 and level 10 a fair bit. He should complement the party's existing front liner; I think their only feat in common is power attack. In combat he will try to position himself to take attacks of opportunity as much as possible.

I still need to figure out traits, some more gear, and possibly a more thematic set of weapons. But this should give you enough to go off of; let me know if you need anything else.

** spoiler omitted **...

Ogochukwu was accepted into another Mummy's Mask campaign starting from the beginning so I will withdraw him.


Kidhir, I think everyone else has either withdrawn or not yet submitted a character, so you're in if you'd still like the spot!

GM Shadow, you come highly recommended and I know you just got a spot in one of my other adventures. I'll take you as well, if you have a character you'd like to create for this one? A party of six will be just fine.


I'm a bit surprised I'm the last man standing. :) But I'm game to play! Thanks!


I'm opening up recruitment for a single spot in this adventure for a fighter-type build. The group is currently on the brink of the conclusion of the second module (Empty Graves) in this epic adventure path. We WILL be moving forward to the third module after this one ends, and I'm hoping we can eventually complete the entire campaign in the coming years.

Please don't apply if you aren't in this for the long haul.

That said, we are looking for a Level 6 Pathfinder 1e character (a melee fighter-type, please) with a background that places him or her in the desert city of Wati as the city is being invaded by hordes of undead that have risen from their graves due to a surge of necromantic energy of unknown origin.

Players can spend 25 points on their ability scores, using Table 1-1 in the core rulebook (pg 16) for point costs and I'm allowing Background Skills as well. Once your character is created, you can spend up to 7k gp on magic items and other mundane equipment and gear as you’d like.

Assuming we get multiple applicants, I'll be taking a peek at your alts and such to see if you've been around the boards awhile and so more likely to stick around as the likely deciding factor, rather than going strictly with first posted interest/first accepted - though I'll take that into some consideration as well. I'm hoping to get the new character up and running by the end of this weekend, as that's when I'm planning to start the adventure up again. Working in a new PC will be easy, as the party is resting up prior to launching their final assault on the ruined building in the Necropolis where they believe the source of the necromantic energy lies.


Quite interested. I've got an idea for a warpriest or paladin of Ra. Might I ask, any particular reason why the listed gold is well below the standard wealth by level of 16,000 for 6th level characters?


That's because I didn't have my book handy! Also, I think the current players are a bit under the standard wealth presently.

Let's go ahead and call it 10k, and once we finish this adventure module I'll make sure everyone is on par with the standard wealth by level table. There's gonna be lots of grateful folks in Wati, after all! :)


Introducing Amenhep, paladin of Ra!

Stats:

Amenhep
Human (Garundi) paladin (warrior of the holy light) 6 (Pathfinder RPG Advanced Player's Guide 118)
LG Medium humanoid (human)
Init +2; Senses Perception +10
Aura courage (10 ft.), power of faith
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19 (+8 armor, +1 deflection, +2 Dex)
hp 44 (6d10+12)
Fort +10, Ref +8, Will +9; +1 trait bonus vs. divine magic., +4 to resist death effects
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 spear +11/+6 (1d8+7/×3)
Ranged sling +8 (1d4+4)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +10; CMD 23
Feats Ancient Tradition, Furious Focus[APG], Greater Mercy[UM], Power Attack
Traits devotee of the old gods, seeker
Skills Acrobatics -1 (-5 to jump), Diplomacy +12, Knowledge (history) +10, Knowledge (nobility) +9, Knowledge (religion) +10, Perception +10
Languages Common, Osiriani
SQ divine bond (weapon +1, 1/day), lay on hands 7/day (3d6), mercies (diseased, fatigued)
Other Gear +2 breastplate, +1 spear, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, golden holy symbol of Ra[UE], hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 237 gp, 1 sp
--------------------
Special Abilities
--------------------
Ancient Osirion You gain a +4 on saving throws to resist death effects.
Ancient Tradition Perform a daily ritual to show devotion to an ancient or lost culture and gain boons.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.

Background:
Amenhep was born in glorious Sothis, city of sandstone spires and ancient kings. Raised in the priesthood of Ra, he was trained as a warrior and a leader. He has a deep and abiding faith in Ra and believes it is his duty to defend the word of his god, by speech or spear. Long has he wandered Osirion, helping the common man and protecting them from beasts and banditry. He is a kind and deeply caring man. Ra mandates justice and fair rulership, and Amenhep does whatever he can to live up to that example.

Amenhep is most often dressed in a white kilt and breastplate, as is typical garb for Osirian warriors. His spear is beautifully carved with a spearhead worked in the likeness of a falcon's head. His caramel skin is complimented by eyes the color of rich earth. His dark hair is worn in fine, straight braids ornamented with brass ringlets that tap together as he walks. He carries a woven sling at his hip and a golden holy symbol on a simple chain around his neck.

Returning from a pilgrimage to Xefon-Ra, he came to Wati having heard of the rising undead menace. Ra demands his followers seek out and destroy the undead wherever they lurk, and Wati was an important pilgrimage site to other followers of the old gods of Osirion. He had heard, too, of a group of adventurers preparing to assault the necropolis of Wati and put to rest whatever fell beasts lurked there.


Wow, that was quick! OK, you're in, Simeon/Amenhep! Welcome to the game! I'm going to work you into the adventure with a post tonight so you can RP a bit with the others, and we'll get to the action this weekend sometime. :)


:( next time maybe

Silver Crusade

dot- nm. Dang.

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