GM Dak - Mummy's Mask

Game Master Dakcenturi

Chapter 2: Empty Graves
Part 1: And Lo, The Dead Shall Rise

PANIC LEVEL: 13

Pics / Maps / Loot & Notes

Starting Day: Oathday, 26th of Pharast, 4714
Current Day: Oathday, 2nd of Gozren, 4714



Greetings fellow PbPers!

A few months back I picked up an abandoned Mummy’s Mask game. We’ve lost one player since. As such, I am looking to recruit at least one, but possibly 2 players. The group is currently near the end of Book 1. The current group consists of the following:

- Ai’sha - The dervish dancing female human Bard
- Aliva - The devout female human warpriest of Milani
- G’nock - The dexterous male lizardfolk Fighter
- Irakelesh – The bright human male Investigator

As can be seen the group is sorely lacking in the arcane department and a little light on healing. I am looking for players that can consistently post at least once per weekday, if not more, and help drive the story forward. No requirements as far as your past PbP history/experience just keep in mind these games are a lengthy commitment in terms of how long they last, so be sure you are up for it.

If you are interested, character creation details are below:

Character Creation Guidelines:

Level: 3rd
Stats: 15 point buy
HP: Max at 1st, half+1 every other level
Wealth: 2500 gp
Class: Anything, but party balance is important. Note I'm not super experienced with Occult classes so if you go that route bare with me as I pick it up.
Race: Core Races (others may be allowed with a good enough backstory)
Alignment: Any non-evil, preferably something good
Traits: 3 Traits, one must be a campaign trait and two others of your choice.
Misc: Paizo material only, no third party anything (this includes no feat-tax, etc)! No background skills.
Background: Give me at least a paragraph or two on your backstory. Key things to include are why are you in Wati, why would a team of adventurers want to have you join them and/or what are you doing to get recruited

To note we aren’t currently at a spot to bring in someone new, but the group will likely be returning to town soon. So, depending on the pace you may have to wait a bit to be introduced to the rest of the group or if you provide me a reason that makes sense for you to stumble upon them in a mostly sealed part of the city. If there is a wait in introductions I will do some RP in spoilers with you in the meantime. I will keep this recruitment open until 3/21. However, I reserve the right to close it early if we get lots of submissions or submissions slow to a crawl or the party needs their new recruits sooner rather than later. I look forward to what you have to offer!


Two characters that I am trying desperately to play are this healer and a buff/debuff sorcerer. The latter is not yet finished.

But this build here you can read up already. It needs adjustment to your rules of course. At level 3 it is fully functional with Life Bond and Lay on Hands.

I suggest this char in your 2nd darkness recruitment as well, but Mummy's Mask I am much more interested in actually.


Dotting as I was once in a great Mummy's Mask game which died off too early :)

I'll be honest and say I'm having some trouble coming to terms with the 15pt build though. I'll mull it over some more.


Yup, 15pt isn't usually how I run things, but it is what the rest of the group started with under the previous GM, so just trying to stay consistent.


Tentative dot for interest. One question about creation restrictions. What do you mean by no background skills?


I'm not using the background skills rules (ie you don't get 2 extra skill points to use on background skills). Again not how I usually run things but keeping a level playing field with previous character creation.

Scarab Sages

Here is my submission - Spiritualist can fill the healer slot, and as an Ectoplasmatist he has some Magus-like ability for combat.

Stat Block:

Aheron
M NG Human Spiritualist (Ectoplasmatist), Level 3, Init 3, HP 24/24, Speed
AC 15, Touch 13, Flat-footed 12, CMD 15, Fort 5, Ref 5, Will 7, CMB +2, Base Attack Bonus 2
+1 Ectoplamic Lash +7 (1d8+4, 19-20x2)
Sling (20) +5 (1d4, 19-20x2)
Cold Iron Dagger +5 (1d4+3, 19-20x2)
Leather Armor (+2 Armor, +3 Dex)
Abilities Str 11, Dex 17, Con 12, Int 12, Wis 14, Cha 8
Condition None
Favored Class: Spiritualist, +1 HP

Background
Aheron’s family has lived in Wati for as long as anyone can remember. A rather large clan, living out of a rambling 2 story estate, the family runs a series of food stalls around town, as well as a few side businesses. A strange, moody child, Aheron never fit in well. His tendency to talk to spirits no one else could see didn’t help, and when objects started to move about on their own whenever he was around, they packed the boy off to the Church of Pharasma.

While he never developed a calling for holy work, Aheron appreciated the education the church provided, and the help and understanding the clergy had for a boy with strange power over the spirits. When he discovered that his family might have some distant relation to the Pharohs he grew intensely interested in the tombs in the sealed section of the city, hoping to discover more about his ancestors.


ok, I'am updated according to this campaign.

please add this to the backstory in the profile:

He went back into the jungle, aimlessly wandering east, killing any evil that crossed his path. Eventually he reached the east end of the Mwangi jungle and the border to Osirion. Curiously he kept going east. He didn't care much about where he was heading, but keeping busy was his main goal. Eventially he slowed down, mostly because of the changing climate as he has only known the jungle up to know. But he kept telling himself that this new country was quite interesting. They did have a problem with undead, though. For a few months he made some coins as a caravan guard, and eventually became somewaht of a mercanary...


I will tentatively dot also, but I had a few questions. becuase my character concept revoles around a class i have no infromation (nor can i find forums that dicuss the class so as far as i know there are no rulings.) on i want to know your ruling on several things, becasue i would like to submit a swarm shifter/Cleric of skelmet- god of death and scorpions. so naturally i would want my swarm form to be scorpions. this is the only AP i would consider this class in, becasue i think it fits the feel of it. and I'm totally ok for a ruling now that would be subject to change later if it because to unbalanced. as long as I could retrain some stuff if I was building a certain way.

I also debated on Wizard/swarm Shifter so depending on answers would be what I might go for.

1. would i be able to take natural spell feat to cast while in swarm shape.

2. when i change into the swarm under swarm shifter it says role a attack role to attack somone, and if i do do i use swarm damage? or weapon damge, im kinda stumped. or is it easier to act like a swarm on when you move into the space.

3. do i get the swarm traits?
i know i wouldn't get scorpion poison as a swarm, which is fine, but what about Dmage reduciion or mindless triats. because i know that would be powerful and im not trying to be unbalanced, im simply trying to get a feel for what i need to do.


@Darkwing - That was a new one for me, but an interesting concept. Had to do a little research.

1) Seems reasonable. Since the archetype replaces the wild shape feature of shifter I would assume feats that apply to wild shape apply to the vermin aspect.
2) Looks like normal weapon damage.
3) It looks like initially you get DR 2 and as you level then you start getting other benefits similar to a normal swarm, but never completely like a swarm (ie you can still be hit with normal weapons)


So two questions for you:

First, I am going over the player guide for the AP and I noticed that unlike a lot of them the group doesn't have a set hook to cause them to come bid for a tomb together (which makes sense as there could be a lot of different motives for the individuals and for why the would be willing to work with each other) so I have to ask: what was the lore behind the current party choosing to bid on a tomb together? I ask because the logic behind that would determine what type of person they would be looking for as a new addition. (EX: if they were financed by the Pathfinder Society, they might be more inclined to accept the aid of someone with nominal ties to it, which in turn would incentivize my baking that into the backstory of my application).

Second, I am considering doing a magus with the black blade archetype. (Normally I pair it with the kensai archetype, but it sounds like you might need the magical class abilities that are sacrificed for it to make the class more melee combat ready.) Would you consider this to be arcane enough to fit the bill for your gap? Also, if selected, would you want to be in control of the blade's personality or would you prefer me to RP both?


So from what I read the group just met up, being in Wati for the purpose of the lottery and decided to join together. So, no specific ties in just happenstance.

The big place they are having issues is getting past DR and they have no real arcane power for any types of situations where that would come in handy. So, I would have to look it over once it was togheter, but just keep that in mind. As for the blade's personality I'm ok either way and it is definitely something we could discuss and decide upon if you were selected.


Khufukhaf is a Keleshite adherent of the old gods, worshiping Ra.

He has served as an acolyte of the ancient sun god's temple in Wati his entire life, despite its dwindling worshipers.

In return for his faith, he has been granted custodianship of a living holy symbol of the Sun deity and power over light and fire.

He is a sorcerer with the Solar bloodline and eldritch heritage (arcane) to gain a hawk familiar.


OK, so I am working out the knitty gritty details, but I am working on a male half-elf magus (black blade arch) hailing most recently from Nantambu in the Mwangi Expanse.

It is unclear to most if he was always from there or not, as about 5 years ago he underwent a ceremony stripping him of his previous identity. No one remembers why he did this, as those memories slipped with the memories of the man. Now, the masked man known only as He Who Walks journeys to the land of ancient kings and empires to find ancient magic and secrets lost to the ages. Armed with his sentient elven thornblade Seeker and years of studying the arcane, he seeks to repay those that aided in his transformation to the man he is now.

A few other details:

Basically, he will have as his campaign trait that his family was cursed. The only way to avoid the curse's affects was for him to journey to Nantambu and erase his former identity through the ceremony described by the Nameless One feat in Adventure's Guide. The sword was passed down from his father, proficiency granted by the Ancestral Arms alternate racial. His personal reason for wanting to explore the tombs is to find magical knowledge and artifacts to bring back to the Magaambya to repay their assistance with the ritual.

More information and actual hard crunch to follow.


Here is my submission for the campaign...Griffon Valor. Human wizard (hallowed necromancer). I'm still working on the mechanics, but I think I've got his background fleshed out. I'll have his crunch updated on the profile sometime this weekend.

Character backstory:

Originally from Qadira, Griffon Varus has been serving as an agent of the Pathfinder Society for several years now. He has been on several missions across Avistan, but has never had the chance (or luck, according to him) to set foot on the continent of Garund. As a devout worshiper of Pharasma, he has a distaste for anything undead. Along with this distaste comes a certain fascination with countries across the Inner Sea who have a historical link with the undead...like Osirion.

Griffon has always had a talent for the arcane and spent his youth honing these skills at one of the Katheer's arcane academies. Eager for a chance to travel, he joined up with the Pathfinder Society a few years ago and has a bit of experience under his belt. He has been stationed at Absalom for a few months researching artifacts recently recovered from a site in Osirion. When word reached him of the the opportunity at Wati, he couldn't resist the chance to throw his name in the lottery...and also visit one of the holy places dedicated to Pharasma. Obtaining an extended leave from the Pathfinder, he boarded the next ship to Sothis.

Unfortunately, the trip did not go as planned. Mechanical issues with the ship caused a delay of several days in the voyage from Absalom to Sothis. From there is seemed like a simple trip up the River Sphinx. Alas, no...further delays due to demand and weather caused him to arrive in Wati too late for the lottery. Perhaps he can join up with one of the teams in need of his talent...

Appearance:

Griffon is rather tall and gangly with black hair and pale skin. He is 6'2”, but only weighs about 160 pounds. Making his way into Wati, he seems almost overloaded with gear for the deserts of Osirion.

I'm pretty active on Paizo's pbp forums. I am currently running Emerald Spire (currently on the 3rd level). I post almost everyday in the game.
Link to Emerald Spire game


1 person marked this as a favorite.

Just listing currently submitted characters for reference:

Haji - Paladin/Inquisitor
Aheron - Spiritualist
Khufukhaf - Sorcerer
Griffon - Wizard


Dotting. Probably have a character up later today.


Still working on his items owned and spells known, but here is the page for He Who Walks: Click here.

Most everything I have used can be found on the official PRD (just copied and pasted over for ease of access) but if you have any questions feel free to ask.


I just updated his profile with the character's crunch. Let me know if you have any questions for feedback.


Ok I got one final question, I think I have decided on my class, I would like to multiclass swarm shifter/ Swarm monger Druid, but I was wondering if I can reskin the house centipede to a Dung beetle. and then my swarm shape will be also dung beetles. because I would like to match the two, and I don't think centipedes, spider or rat works thematically. then change my god to Kherpi.

Silver Crusade

I'd like to make an occultist, panoply of the warrior. Won't be strong in arcane per se, but would have a very good UMD roll, and will probably know quite well how to deal with DR.

I'm thinking of a half elf called Indy a'Na, which is a great name for any mummy tomb delver :D

Silver Crusade

Indy a'Na, male half-elf occultist (panoply savant)

background:
In ancient times, Indy's ancestor, pharaoh Anhotep, led a retaliation strike into drow territory, which failed utterly. After slaughtering Anhotep and his army on home ground, the drow enslaved his entire population, leaving an entire kingdom to the sands.
For centuries, Anhotep's people endured in slavery, and they still do to this day.
Indy's mother Gerehnesu, who was personal slave to a drow raider, managed to kill her master on a scouting mission and escape. She lived hiding for years, raising her half-drow baby Indy a'Na, which is an elven name vaguely indicating eternal freedom. Indy himself learned the hard way to be shy of humans, but respected his ancestry greatly and learned about it. He learned the value of heirloom items, because of the inherent psychic power, and learned to utilise them. When he was fourteen, his Gerehnesu undertook an expedition to locate one of the hiding spots her people had talked about, and found a princeling's sword, which she presented to her son.
Now, Indy is of age, and aims to reclaim his birthright as lord to his people. He means to delve into the ancient ruins to find powerful items to defeat the drow. His mother, meanwhile, is travelling the land, trying to locate any other escaped slaves. Perhaps one day, they'll take on the drow and free their people.
To get recruited, Indy approaches adventurers and starts quiet conversations, where he flaunts his extensive knowledge. Once he's got their attention and he deems the group reliable, he'll offer to join the group for equal share in the loot, clearly more interested in items than in gold.

appearance:
Indy has a tanned skin, made a little blacker by his drow heritage. His short hair is light brown, his ears are slightly pointed, and he's got one red eye and one dark brown. He's in quite good shape, but he's got a clearly shy posture. He wears a brimmed brown hat, pulled askew to partly hide his red eye from the general public. His bearing is one of a person who is used to rejection and exclusion, but his clever mind and smooth voice make his tongue into a silver one. If ever anyone were to see him without his armor or clothing, they might notice tattoos indicating worship to the ancient Osiriani gods, namely Anubis, to whom he feels special connection.

crunch:
15 pts

Str 15, 5 (17 with +2 enhancement)
Dex 12, 2
Con 14, 5
Int 17, 7, +2
Wis 8, -2
Cha 7, -4

Race: half osiriani, half drow
+2 int, medium, 30' movement
Drow heritage
Skilled (UMD)
Blended view
Shadowhunter
Keen senses

Languages: elven, undercommon, common, osiriani, ancient osiriani

Traits:
Blood of pharaohs (campaign)
Pragmatic activator (magic)
Student of philosophy (social)

Feats:
1 heavy armors
3 extra mental focus

Implements:
1 Abjuration
1 transmutation
2 Trappings of the warrior (panoply)

Resonant powers:
Warding talisman (+1 resistance for 2fp in shield)
Physical enhancement (+2 str for 3fp in weapon)
Martial skill (+1 BAB for 4fp combined in weapon and shield)

Focus powers:
Mind barrier (free)
Legacy weapon (free)
Martial skill (free)
1 sudden speed
3 energy shield

FCB: +1/2 level to mental focus

Mental focus: 9 total

Spells per implement:
Shield:
0 - resistance
1 - alarm
Long sword:
0 - mage hand, purify food & drink
1 - enlarge person, lead blades

Skills:
Bluff 1r, +2/+7
Diplomacy 1r, +2/+7
Knowledge (arcana) 3r, +9
Knowledge (dungeoneering) 1r, +7
Knowledge (engineering) 1r, +7
Knowledge (history) 1r, +7
Knowledge (nobility) 1r, +8
Knowledge (religion) 3r, +9
Perception 3r, +7
Spellcraft 3r, +9
Use magic device 3r, +13

Items:
Khopesh +1, 2020 gp
6 chakram, 6 gp
Warhammer, 12 gp
Banded mail, 250 gp
Heavy steel shield, 20 gp
MW backpack, 50 gp
50' silk rope, bedroll, signal whistle, etc.

Indy Combat
Init +1, AC 20, touch 11, FF 19, CMD 15 (16 when wielding khopesh)
Saves +6/+3/+4, HP 24
Khopesh: +7, 1d8+4
Chakram: +3, 1d8+3

Since you, GM Dak, aren't very familiar with occult classes, I'll add this:
Things he can do now:
Swift action to move faster.
Std action to enchant weapons (both own and other's), bane or ghost touch are great options.
Swift or immediate action to absorb damage.
Move action to add a combat feat.

Things he can do in the future:
Fly, dispell, cast fireballs and more.

a note on the crunch:
I've asked the GM if I can have a khopesh as a martial weapon. My crunch assumes an ok on that. If the GM stays by the rules, it'll be a bronze longsword

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Ooh, Mummy's Mask is the one AP I'd really love to play. Here's my submission: Sahid Rafiq, sandkin half-orc Conjurer from the streets of Sothis. Thanks!

Statblock:
Sahid Rafiq
Male half-orc conjurer (teleportation[APG]) 3 (Pathfinder RPG Advanced Player's Guide 147)
LG Medium humanoid (human, orc)
Init +3; Senses darkvision 90 ft.; Perception +6 (+8 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (3d6+9)
Fort +6, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Conjurer Spells Prepared (CL 3rd; concentration +8)
. . 2nd—glitterdust (DC 17), summon monster II, summon monster II
. . 1st—grease, mage armor, magic missile, summon monster I
. . 0 (at will)—acid splash, detect magic, ghost sound (DC 14), read magic
. . Opposition Schools Enchantment, Necromancy

Spellbook
1st - Comprehend Languages, Grease, Liberating Command, Mage Armor, Magic Missile, Mount, Protection from Evil, Shield, Summon Monster I
2nd - Glitterdust
2nd - Summon Monster II

--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 18, Wis 11, Cha 7
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Augment Summoning, Scribe Scroll, Spell Focus (conjuration)
Traits arcane temper, clever wordplay, inquisitive archaeologist
Skills Acrobatics +3 (-1 to jump), Appraise +8, Diplomacy +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +9, Perception +6 (+8 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.), Sense Motive +2, Spellcraft +10; Racial Modifiers +2 Diplomacy
Languages Abyssal, Ancient Osiriani, Common, Draconic, Giant, Gnoll, Orc, Osiriani
SQ arcane bond (Arcane Familiar, mongoose), orc blood, shift 7/day (5 feet), summoner's charm (1 round)
Combat Gear cold iron arrows (20), potion of cure light wounds, scroll of air bubble, scroll of comprehend languages, scroll of mount, wand of cure light wounds, acid (2), alchemist's fire (2); Other Gear dagger, light crossbow, cloak of resistance +1, lesser talisman of beneficial winds[OA], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, scroll case, scroll case, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 453 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Darkvision (90 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5 feet, 7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration


Spellbook:
[list]
  • Level 1 -
    [spoiler=Backstory]When you grow up on the streets of Sothis, you always want to be somewhere else. Sahid Rafiq is a sandkin half-orc who knows that more than most, because his childhood longing to have a family, to sleep in a warm bed and to take shelter from the brutal sandstorms manifested in a rather unusual way, the ability to teleport.

    Pursued by the guard for stealing food from the market, a fourteen year old Sahid ran down an alley in one of the more prosperous areas of Sothis. Coming to a dead end, he thought his life was at an end, and in his final moments he peeked through the window he had ran up against and saw a classroom being taught the arcane arts. In that moment of purest longing something quickened in his mind, and without knowing how he did it, he somehow teleported through the window and found himself standing in the classroom holding a moldy baguette and dressed only in rags, and his pet Mongoose Talib was still somehow curled around his feet.

    The children in the class found his appearance hilarious, but the teacher was intrigued. Intef Ka took Sahid as his ward, and tutored him in magic and in the studies of Ancient Osirion. Sahid spent the remainder of his childhood with a patient and kind father figure, and has mastered the basics of the magical arts despite his slow start.

    His peaceful world changed however when Intef heard about the opening of Wati's Necropolis. Having recently retired from teaching this was his first chance to truly experience the thing which he had dreamt of his whole life; the exploration of ancient Osirion. He told Sahid that it would be an adventure, and that the two of them may be the first to uncover lost secrets of magic. Giddy as schoolboys they set off to Wati to take part in the lottery, styling themselves as the Magical Mongeese, and set off to find the secrets of the world, equipped with everything an old scholars life savings could buy.

    The exploration got off to an exciting start, as the pair battled a host of scorpions with powerful magics. Intef was bitten but shrugged it off, but that night when they were resting it became clear it was worse than they had thought. The poison claimed him in the night, but Sahid vowed to honor his memory and pursue his dream, and they next day set about finding a group who needed another member, Talib in tow


  • Updating list of current applicants. Little more than a week left.

    Haji - Paladin/Inquisitor
    Aheron - Spiritualist
    Khufukhaf - Sorcerer
    Griffon - Wizard
    He Who Walks - Magus
    Indy a'Na - Occultist
    Sahid - Wizard


    Dot. I am developing a witch.


    Presenting Ahotepre, scion of ancients, descendent of pharaohs, and devotee of ancient Osirion!

    Stats:

    Ahotepre
    Human (Garundi) sorcerer 3
    LN Medium humanoid (human)
    Init +1; Senses Perception +0
    --------------------
    Defense
    --------------------
    AC 11, touch 11, flat-footed 10 (+1 Dex)
    hp 20 (3d6+6)
    Fort +2, Ref +3, Will +5 (+1 trait bonus vs. fear effects)
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee shortspear +1 (1d6)
    Sorcerer Spells Known (CL 3rd; concentration +7)
    . . 1st (6/day)—burning sands, mage armor, moment of greatness[UC], protection from evil
    . . 0 (at will)—detect magic, jolt[UM], prestidigitation, read magic, resistance
    . . Bloodline Imperious
    --------------------
    Statistics
    --------------------
    Str 11, Dex 12, Con 10, Int 14, Wis 10, Cha 17
    Base Atk +1; CMB +1; CMD 12
    Feats Ancient Tradition, Eschew Materials, Spell Penetration, Toughness
    Traits blood of pharaohs, child of the temple, offspring of the ascension (osirion)
    Skills Bluff +9, Diplomacy +9 (+12 when used to learn, study, or gather information about humans), Intimidate +9, Knowledge (history) +8 (+11 when used to learn, study, or gather information about humans), Knowledge (nobility) +7 (+10 when used to learn, study, or gather information about humans), Knowledge (religion) +8; Racial Modifiers student of humanity
    Languages Ancient Osiriani, Common, Ignan, Osiriani
    SQ heroic echo
    Other Gear shortspear, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,491 gp
    --------------------
    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.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Heroic Echo (3 rounds, 1/day) (Su) +1 to morale bonuses from spells affecting you, can share with others for a few rds.
    Imperious +Spell level to intimidate creatures adversely affected by your spells.
    Student of Humanity +3 (Ex) Bonus to learn, study, or gather information about humans.

    Background:

    Khedesh was born in a small village outside of Wati to a poor farming family. His early upbringing was fairly mundane, though he was noted for his regal features, keen mind, and quick wit. He had a great interest in the history of his nation, sparked by his uncle Tefret, the village scribe and a part-time adventurer. Khedesh’s family noticed his talents and thought that, given his talents, had a chance at joining the imperial bureaucracy and making something of himself. As such, he spent quite some time with Tefret, learning to read and write. Tefret also indulged the young man’s curiosity in Ancient Osirion, teaching him to read and write the language of that ancient land and showing him rituals to the old gods of Osirion. He was, for a while, happy.

    His life was upset when he was around 17 when Tefret’s wanderlust returned. The older man wanted to go adventuring again, the delve into the ancient tombs of his ancestors and perhaps even find long-forgotten wealth. Tefret began planning his expedition, gathering supplies and charting routes to a location. While he tried to keep most of the details from Khedesh, it was hard to hide things from the inquisitive young man and he invariably found out. Tefret, though worried at the possibility of his nephew following him, was impressed by Khedesh and allowed him to help with planning. On the day Tefret left, he made Khedesh vow not to follow him but that he would return soon with artifacts of the ancient days of Osirion and new tales to tell. Days turned to weeks, and weeks turned into several months. Khedesh was worried for his uncle, and decided he needed to find him. He told his family that he was going to Wati to join the bureaucracy and set out into the desert. His trail lead him to a forgotten crypt made of weathered stone. A camp was set up outside, so Khedesh knew that Tefret had been there. The fact that the camp hadn’t been broken down concerned him, but he tried to keep some hope despite the bad signs. And so, he headed into the crypt. Upon coming to the final chamber his fears were realized. Tefret’s body lay against a sarcophagus, his withered body clutching a gold and lapis scarab pendant. Khedesh was devastated, his beloved uncle dead. His moment of sadness was interrupted by a skeleton approaching him from the darkness of the crypt, wielding a sword and bedecked in ancient finery.

    Khedesh was defenseless, and in a moment of desperation picked up the scarab. It began to glow and Khedesh felt some sort of power flow into him. With a blast of arcane energy, he shattered the skeleton. He then noticed an inscription on the scarab, Ahotepre. Somehow, he knew that it was connected to him, that it was the source of the magical ability he had displayed. He knew that he was descended from the pharaohs of old and that their blood was strong in him. Khedesh knew that somehow, he was Ahotepre. And so, he took it as his name. He carried his uncle’s body out of the tomb and buried him, saying a prayer to each of the old gods. With that he decided he would go to Wati, to see if the vast tomb complexes of Wati held answers to the mysteries of his ancestry.

    Appearance and Personality:

    Ahotepre is a tall, handsome Osiriani man with strong, noble features. Upon arriving in Wati, he took it upon himself to upgrade his wardrobe. As such, he wears fine linen clothes, cut to resemble a more functional version of noble’s robes. He also wears a gold and lapis scarab pendant around his neck. He carries a short spear, similar to what the ancient pharaohs carried.

    Ahotepre is an incredibly confident man. He knows that the blood of great and ancient kings flows in his veins. Above all else, he seek to learn about his ancestor and their impossibly ancient world. To those he is not close to, his slightly imperious nature can come off as narcissism. However, he cares deeply for those he becomes close to.


    I'm going to throw Abu into the mix. I built him for another mummy's mask game that had lost some players but he didn't get selected. He's built with a 20 or buy, but I can roll that back. He's a phantom blade spiritualist so somthing in between Arcane and divine. He can heal some and is pretty tanky. Let me know what you think.

    I should also note that I am very active here on the boards, I frequently post more than once a day to the games I am a part of right now during the week. I am what I would consider a solid player.


    Here is Niu, the Witch and his scarab familiar (using Approximating Familiar rules from Familiar Folio to rework a scorpion. If that isn't acceptable, it can just be a scorpion. The distinction is simply for flavor.)

    Statblock:
    Niu
    Male human (Garundi) witch 3 (Pathfinder RPG Advanced Player's Guide 65)
    CG Medium humanoid (human)
    Init +10; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 10 (+2 Dex)
    hp 14 (3d6)
    Fort +0, Ref +3, Will +4; +1 trait bonus vs. divine magic., +2 trait bonus against mind-affecting effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +0 (1d4-1/19-20)
    Ranged light crossbow +3 (1d8/19-20)
    Special Attacks hexes (cackle[APG], healing[APG], misfortune[APG], slumber[APG])
    Witch Spells Prepared (CL 3rd; concentration +8)
    . . 2nd—cure moderate wounds, web (DC 16)
    . . 1st—bless, burning hands (DC 15), obscuring mist
    . . 0 (at will)—detect magic, detect poison, light, read magic
    . . Patron Ancestors
    --------------------
    Statistics
    --------------------
    Str 8, Dex 14, Con 8, Int 19, Wis 13, Cha 8
    Base Atk +1; CMB +0; CMD 12
    Feats Alertness, Extra Hex[APG], Extra Hex[APG], Improved Initiative
    Traits deathtouched, desperate resolve, devotee of the old gods
    Skills Heal +7, Knowledge (arcana) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +11, Perception +6, Sense Motive +3, Spellcraft +10
    Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Terran
    SQ witch's familiar (greensting scorpion named Neb-en-toti)
    Combat Gear scroll of air bubble (x2), charm person (x2), comprehend languages (x2), detect secret doors (x2), identify (x2), long arm, mending (x2), mount (x2), remove sickness (x2); Other Gear crossbow bolts (10), dagger, light crossbow, handy haversack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 18 gp
    --------------------
    Special Abilities
    --------------------
    Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
    Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
    Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
    Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
    Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
    --------------------

    Appearance:
    Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is young, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping.

    Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much.

    Background:
    Niu was a street urchin from Wati. Coming from a very poor family, his home life was uncertain at best. Like many, the family honored Bes, but his luck never seemed to grace the family. Food was scarce, and his mother Ahmes and father Am would often need to leave Niu alone while they were working.

    Niu spent a lot of time on the streets. Begging led to shoplifting and introduced him to members of a street gang of young shoplifters. For a while, Niu had a small measure of happiness until a boy named Kafele, a few years older than Niu, joined the gang.

    Kafele chose Niu as a target to prove his superiority, but always couched his bullying as "pranks", so as not to seem as malicious. When he decided to up the ante, Kafele and a small group convinced Niu to go out into the desert with them on a camping trip.

    As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead.

    As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti had been sent by a distant ancestor, Par-ab-hor, a long dead soceror to teach Niu and save his life.

    Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was.

    For ten years, Niu lived at the oasis, learning and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan back to Wati. "Return! Find me in the tombs!"

    Seeing no reason to object, Niu followed at a distance. Now back in Wati, he is looking for a way into the tombs, while harboring dreams of reintroducing himself to Kafele.


    2 people marked this as a favorite.

    Haji - Paladin/Inquisitor
    Aheron - Spiritualist
    Khufukhaf - Sorcerer
    Griffon - Wizard
    He Who Walks - Magus
    Indy a'Na - Occultist
    Sahid - Wizard
    Ahotepre - Sorcerer
    Abu - Spiritualist
    Niu - Witch

    I am going to go ahead and cut off applications early. For anyone interested or those who dotted but haven't submitted a character you have until 3/15 (tomorrow) at 6pm Eastern. We are getting close to being at an opportune time to introduce a new character or two. As such, I will make selections over the weekend and get the new player(s) into the game on Monday.


    Exciting!

    I will update Abu's equipment today to match the build requirements. I did a slight rebuild last night. Dropped it down to a 15or build, and I'm now taking Healer's Hands instead of Armored athlete at 3 and swapping skills around. Abu should be a decent healer now, and a pretty solid one once we hit 5 and he can take the signature skill unlock for heal.

    A couple of questions I wanted to run by you. Both apply to Abu's build currently and I want to make sure

    - Can you take a drawback for an extra trait?

    - Are partially charged wands ok as starting equipment?


    No drawback. For the wands, it depends on what you are thinking.


    I had a mix of wands at 10 charges each: CLW, Expeditious Retreat, Unseen Servant, and Remove Fear

    I will have to tweak the build a bit then to account for the loss of a trait.


    GM Dak is awesome, you should all feel so lucky to play in his games! :D


    CLW is ok for a partial charge wand.

    @TRP Ha, thanks :D


    GM Dak wrote:
    CLW is ok for a partial charge wand.

    Ok, I take it that means no on the others. Now I need to figure out what that should be spent on.


    GM, I sent you a PM. Please review it and let me know what you think.


    Abu is finalized lending your feedback. Thank you for your consideration.


    It keeps eating my changes when I try to update spells. I have them picked out though.

    Good luck all.


    Has the winner(s) been notified? Just wondering if I should keep my hopes up or not. :)


    I have sent PMs to the two people I have selected. It was a hard decision as there were some great submissions! Thanks everyone for taking the time to submit.

    Scarab Sages

    Congrats to the chosen. Hope y'all have a great game!


    Congrats, to those who made the cut :)


    Ah, well....

    Congratulations, to those who were selected.


    Best wishes to those selected and to all of you!

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