Mummy's Mask: The Sand Scarabs-Gameplay Thread (Inactive)

Game Master R0B0GEISHA

Map of Wati

Combat Maps

Mummy's Mask Loot List

Initiatives:

[dice=Caius]1d20+4[/dice]
[dice=Dr. Hibbins]1d20+8[/dice]
[dice=Marius]1d20+4[/dice]
[dice=Meriui]1d20+1[/dice]
[dice=Merutep]1d20+1[/dice]
[dice=Rashim]1d20+6[/dice]

Perception:

[dice=Caius]1d20+7[/dice]
[dice=Dr. Hibbins]1d20+5[/dice]
[dice=Meriui]1d20[/dice]
[dice=Merutep]1d20+4[/dice]
[dice=Marius]1d20+5[/dice]
[dice=Rashim]1d20+5[/dice]


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Shortly after we started this campaign our GM bailed and I took over running the AP. We've recently lost two players (a Half-elf Ranger and a Human Warpriest) and are looking for replacements to shore up our ranks.
The remaining players are a Human Bard (archaeologist), a Half-orc Alchemist (chirurgeon, crypt breaker), a Half-elf Swashbuckler (inspired blade, noble fencer, veiled blade), and a Human Telekineticist.
The party is still first level and has just about completed the first tomb. As such the original recruitment rules (below) still apply.

Starting Level 1
Point Buy 25
Core Races only (Core rule book)
All Core and Base Classes Allowed
Feats from Core sources (IE Core rule book, APG, Ect..) are allowed, other sources on a case by case basis.
Maximum starting HP and Wealth.
3 traits per character (no drawbacks) and 1 campaign trait for a total of 4.
Background Skills allowed.

Given the upcoming holiday, recruitment will close on Monday the 27th at 6:00 pm (CST)

Link to original recruitment

Grand Lodge

So are you accepting anything or do you want want a specific niche to be filled?


I would prefer another melee and or divine character as that is what I perceive the party to need, but really anything that would help would be appreciated.
The original recruitment was more like a "first come, first served" thread which, miraculously, turned out good.


Looks interesting, MM is one AP I've neither played, run or even read. So it will be all new if I make it.

Will have a character up soon, I'll decide on Melee or Divine when making them.


Honestly I'd like to toss my hat in on this one as a human Paladin. No healing at level 1, but certainly later he'd have a little bang for his buck in case another divine caster was less heal focused or needed help. Considering the settling probably a worshiper of Sarenrae seems the best fit from my perspective (but I'm partial to her myself so there's that).


Ooh, awesome! Sefanit here was created for another Mummy's Mask campaign that closed down just as the party entered the first tomb. She's a witch with the Medium archetype, which allows her to deal more effectively with undead than the usual witch.

Witches can do some healing, but they aren't as good as most divine casters of course. She can debuff, and the other witch stuff as usual of course. She's a great encyclopedia character and is actually fluffed as a Linguist, Historian, and Osirionologist. If you want an idea of how I play her, you can check the posts in the campaign she's linked to.

I didn't get to play her for long, but she was great fun and I'd love to give this AP another shot with her. However, if you really want that divine caster, check my other offering.....


Menwi is as castery a divine caster as can be. She an ecclesitheurge cleric of Bastet. I just recently whipped her up for fun because I wanted to make a sort of silent movie era tribute character. She's very Cleopatra as done by Theda Bara.

She is a dedicated caster, no combat that doesn't involve a crossbow for her. But being able to cycle through all of Bastet's domains and subdomians means she will have a large and varied set of spells to scribe to scrolls. With the increase in stat points she could also be a party face if you need that sort of thing.

If you don't mind animal companions she was thinking of taking Animal (Fur) as her secondary domain in order to get a large cat animal companion. It would make up for her lack of a combat role. It would come on line at 4th level. But I'll leave it up to you to decide if Mummy's Mask is a good AP for animal companions. There are several other good Bastet choices as well.

Both Sefanit and Menwi would need some changes. They are both 20 point buy characters right now, and would need some adjustments to match the campaign build rules. Menwi would also need a background. Since she wasn't created for any particular campaign I didn't bother.


I could offer the aid of a cleric.
Akil Khalid was made for a MM - Game but not selected.


This is an AP I would love to play. And I have a couple ideas for the whole egyptian setting. Moth ideas are melee based. So I'll get him set up in the next couple days and submit him.

One is a Shifter Weretouched and the other is a Paladin


I present Malik Shiar a former street urchin and thug from Qadira turned Paladin of Sarenrae. Just a quick bit of crunch and background. On a meta level he would serve as a front line fighter. He will never develop spell-casting so he doesn't fill that divine caster role even partially but he does match up to the front liner you lost in some ways. Still has healing via LoH and Channel eventually but not at level one obviously.

Crunch:
Malik Shiar
Human (Keleshite) paladin (tempered champion) 1 (Weapon Master's Handbook 7)
LG Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2 (+2 vs. charm and compulsion)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee kukri +5 (1d4+3/18-20) or
. . scimitar +4 (1d6+3/18-20)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 17
Feats Two-weapon Fighting, Weapon Focus (kukri)
Traits irrepressible, killer, seeker, undead crusader
Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Handle Animal +6, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +5, Perception +5
Languages Common, Kelish
Other Gear breastplate, buckler, kukri, kukri, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (The Birth of Light and Truth)[UE], mess kit[UE], pot, scarf[UE], soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Sarenrae, 52 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Background:
Malik grew up on the streets of Qadira, life was not easy for him and he did what he needed to in order to get by. For a wealthy nation there is a massive gap between those who have and those who have not within Qadira. Malik was without a doubt one of the have-nots. Raised by an older brother that may not have actually been biologically related to him Malik quickly learned that if you didn't fend for yourself you would get stepped on and pushed aside. Malik and his brother Asif kept themselves fed through running errands, messages and a little bit of petty theft when they thought they could get away with it. Asif lost a finger when they were in their early teens after being caught while stealing from a fruit vendor. They counted themselves lucky that the man only demanded a finger. And the merchants weren't the only ones to worry about. There were other street urchins, some of them were downright vicious. From around thirteen years old on Malik learned to carry a knife on his person at all times and how to at least look like he could use it. He didn't actually have to stab anyone until he was fifteen, when he and Asif got cornered in a bad neighborhood. He managed to get one of the gang members in the side and they made a break for it. Looking back on it later he would always wonder if that had been the first life he took. If it was, it would unfortunately not be the last.

They did what they needed to in order to survive. Life wasn't easy or kind to street urchins at the time but they got by. For years they worked hard to protect each other and stay, if not comfortable, than at least not miserable. But Asif was clever, smarter than Malik certainly. And one day he told Malik he had great news, he had them a legitimate job. A man was traveling to some old ruins and needed some help moving equipment around. It would earn them some real coin if they could pull it off and they would have food and water provided for them along the way. Already, that sounded better than almost anything Malik could imagine so he agreed. He had no way of knowing that he'd just set out on a course of action that would cost his best friend his life.

Nopori Summash said he was researching the tombs of his ancestors out in the desert. He was an older fellow, generally fairly kind to the eighteen and sixteen year old boys he had recruited to carry his equipment. If anything he was somewhat distant and kept to himself more than he interacted with them but that suited Malik and Asif just fine. The work wasn't exactly backbreaking split between the two of them and after a week of travel they arrived at the tombs. Things went downhill from there. Malik would later learn that Nopori was not a doddering old researcher, but a grave robber. His intent was to steal any valuables from the tomb and if needed he intended to blame the theft on the boys. Unfortunately for him he did not expect the undead that haunted the tombs. It was unfortunate for Asif too, as neither of them managed to escape once they realized they were not alone in the cramped stone passages of the ancient burial tomb. A Cleric of Sarenrae who was working with an Inquisitor of Pharasma to track down who was involved in desecrating various tombs in the area caught up to them just in time to save Malik's life. Unfortunately it was too late for Asif or Nopori, not that anyone mourned the old grave robber too deeply.

Malik was beside himself with grief. He had lost his best friend and his only real family. Under other circumstances he might have ended up doing something reckless and losing his own life as well. But the cleric of Sarenrae seemed to see his need, and offered him not just physical healing but spiritual soothing as well. She listened to Malik talk about Asif and their life together up to that point. When he was done she said that is sounded like Asif was trying to help them find a happier, less dangerous life and that he would want Malik to continue that search. She talked to him a little of Sarenrae, not truly preaching although that would come in time, just small tokens of wisdom. She assured him the Cleansing Light can redeem anyone who truly seeks her redemption and restoration. And then she let him rest and think things through on his own, already having planted the seeds in his mind.

It was six years later that Malik was officially sworn in as a Paladin of Sarenrae. He has sought ever since to help the young and downtrodden who live the life that he use to. Sometimes its simply moving through the slums and offering what little he can do as a healer to ease people's pains. The divine spark never truly manifested in him as it does in some paladins, he cannot call on Sarenrae to bless others. Some say such gifts take time to manifest but to Malik it has always felt like he was on a different path. He had been the simple muscle to his friends brilliance. Sometimes that was what was needed though, someone strong to stand up for those who aren't. He has also taken a particular interest in the undead, an interest that at times threatens to become an obsession. He sees what Nopori did as a mortal failing, a weakness of character that he will be held accountable for by the gods. But the undead themselves who actually took his friend's life? There is no failing there, they were simply evil incarnate. Unholy things mimicking the gift of life. Such creatures should not be tolerated under the light of Sarenrae and Malik has made an effort of offering his services to any legitimate ventures towards tombs where the risk of encountering undead seems likely.


I have an unchained summoner that would do well with his edolon and summoned creatures being front liners. I just need to adjust for your crunch but the background fits pretty soundly.


I present Ammon for your conideration. I will make an alias for him if he gets chosen.
I think it would be fun if there's a way to tie in his story to the AP but it's not necessary.

Ammon:
Ammon
Male human (Keleshite) ranger (skirmisher) 1 (Pathfinder RPG Advanced Player's Guide 128)
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2; +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor)., +2 trait bonus on saving throws against a mummy's aura of despair.
--------------------
Offense
--------------------
Speed 30 ft.
Melee khopesh +4 (1d8+3/19-20) or
. . kukri +5 (1d4+4/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (undead +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (khopesh), Possessed Hand
Traits armor expert, giant dodger, mummy-cursed, poverty-stricken
Skills Acrobatics +3 (+6 to avoid attacks of opportunity when leaving threated squares), Appraise +3, Climb +7, Disguise +1, Handle Animal +4, Intimidate +4, Perception +6, Ride +6, Stealth +6, Survival +7, Swim +7
Languages Ancient Osiriani, Common, Kelish, Osiriani
SQ track +1, wild empathy +1
Combat Gear oil (5); Other Gear studded leather, arrows (20), incendiary arrow (20), khopesh[APG], kukri, shortbow, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, masterwork backpack[APG], piton (4), sack (2), tindertwig (4), torch (2), waist pouch[UW], 140 gp, 5 sp
--------------------
Special Abilities
--------------------
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Ammon is the latest in his family to carry the curse of his ancestors.

His great great grandfather Amekh, was a tomb robber who had fruitful career till he eventually broke into the wrong tomb and felt the wrath of one of the powerful undead - a Mummy.

Amekh escaped barely but was cursed. The curse was that the mummy would return through Amekh's blood. And that curse follows his bloodline. Fortunately every one in the line had died before that has come to pass.

Now the Mummy is starting to come through Ammon. His skin is withered and cracked on his left arm, and he has taken to wrapping his hand in rags and cloths to cover it up, but in his mind he hears the whispers of the ancient mummy. For now they have come to an agreemet as they work together exploring tombs and Ammon tries to find a way to end the curse or gain total control, and the mummy uses Ammon to find a faster way to return before Ammon sacrifices himself. As Ammon has no children and if he dies so does the mummy's chance of returning to life.

Ammon himself is already a gifted swordsman and uses his skills in persuit of his goals.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Background:
Ammon is the latest in his family to carry the curse of his ancestors.

His great great grandfather Amekh, was a tomb robber who had fruitful career till he eventually broke into the wrong tomb and felt the wrath of one of the powerful undead - a Mummy.

Amekh escaped barely but was cursed. The curse was that the mummy would return through Amekh's blood. And that curse follows his bloodline. Fortunately every one in the line had died before that has come to pass.

Now the Mummy is starting to come through Ammon. His skin is withered and cracked on his left arm, and he has taken to wrapping his hand in rags and cloths to cover it up, but in his mind he hears the whispers of the ancient mummy. For now they have come to an agreemet as they work together exploring tombs and Ammon tries to find a way to end the curse or gain total control, and the mummy uses Ammon to find a faster way to return before Ammon sacrifices himself. As Ammon has no children and if he dies so does the mummy's chance of returning to life.

Amon himself is already a gifted swordsman and uses his skills in persuit of his goals.

Silver Crusade

Rastaf is a very faithful half orc cleric of Sarenrae. He's not quite set up for this, yet, but he can be adapted to this campaign in no time. He's strong and does decent melee damage with his falchion. His domains are

Fire

Spoiler:
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

and Heroism

Spoiler:
Associated Domain: Glory.
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate.

He's a strong primary healer and support character, good at fighting undead, and a decent 2nd tier offensive melee/fire slinger, too. I really like this character, and I'm looking to play him in a campaign with lots of undead.


I’m interested. Not sure what I’ll submit yet. We’ll see. I take it Warpriest isn’t an option, since you didn’t mention hybrid classes?


One of the characters that left was a warpriest.

Paizo Employee Organized Play Line Developer

Definitely interested! I've never had the chance to play MM, but would LOVE to.

I'm going to make a shaman who bonds with the ancient spirits (or gods) of Osirion. Her main spirit will be life. Full details will be up within a few days.

Thank you!


The original GM stated that Core classes would be accepted. That was later retconned to include classes from the Roleplaying line (CRB, APG, Ultimates, ...etc), that's why we have an Alchemist, a Kineticist, and a Swashbuckler.


There's a small part of me that's almost sad that I can't play a Shabti for this, but below I rounded out a character concept if that helps.

Concept:

Bravyk Sund
Ulfen Paladin of Sarenrae

Born in Kalsgard, Bravyk is a Northman who enjoys traveling the world to see new sights. He keeps a generally happy and humorous demeanor and is sometimes polite to others to a fault, but like the fabled people of his kingdom he is ferocious in combat. He is a traveler by nature and enjoys meeting new people and has no end to silly stories from his youth he enjoys sharing with anyone who will listen (especially over a pint of mead).

He sees Osirion as a land loved perhaps a bit too much by the fiery Goddess he serves and the chance to explore the tombs as a chance to be of some help to those who are not as inclined to combat as he is while helping discover history of the world long forgotten. His large frame and his odd accept set him apart from most, though not as much as being an Ulfen in a desert.

Crunch:

Bravyk Sund
Male Human Paladin
LG Medium humanoid (Human)
Init +2; Senses: Perception +4
--------------------
Defense
--------------------
AC 16, Touch 12, Flat-footed 14
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2;
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Falcata +4 (1d8+4/19-20x3)
Special Attacks: Smite Evil 1/day
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats: Power Attack, Exotic Weapon Proficiency (Falcata)
Traits: Valashmai Veteran, Magical Knack, Exalted of the Society,Undead Crusader
Skills: Diplomacy: 6, Handle Animal: 6, Heal: 4, Perception: 5, Ride: 5, Sense Motive: 4, Spellcraft: 6, Knowledge (Nobility): 6, Knowledge (Religion): 6, (includes background skills)
Languages: Common, Dwarven, Elven

Gear:

Falcata, Chain Shirt, Dagger x5

Full Essentials Kit
backpack 2 gp 2 lbs, bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs

Remaining Gold: 166.37 gp

--------------------
Special Abilities
--------------------
Aura of Good
Detect Evil
Smite Evil (2/day)

Favored Class Bonus: +1

Dark Archive

I have a tiefling magus raised in Taldor as a sort of "servant step-daughter"/"secret weapon" of a Keleshite noble.

I had written her up to end up in Sandpoint for a RotRL submission, but can definitely rework the background to land her nearer to where this campaign would begin. In fact I think it would make more sense as she would search lands that are more likely to trade slaves for a long lost love.

I also need to adjust her crunch some, but nothing earth shattering (a conversion to the eldritch scion magus archetype).

I submit, Nilah Sevrom for your consideration.

Thanks!


PaleDim wrote:
I have a tiefling magus raised in Taldor as a sort of "servant step-daughter"/"secret weapon" of a Keleshite noble.

Although the classes have been opened up to all the RPG books the races have not. Please limit your selections to those available in the CRB. Sorry, as the others did not have access to the exotic races (and I'd rather not open the menagerie that is Paizo's playable races), a Tiefling is out.

Paizo Employee Organized Play Line Developer

I will be submitting Merutep, a native of Wati who can commune with the spirit's of the Old Gods, using their blessings and powers to heal, and inspire others. Alongside her kite familiar, Aya, Merutep hopes to discover the secrets of the Necropolis and improve her connection to the deities of Ancient Osirion.

Statistics:

Merutep
Female Human (Osiriani) Shaman 1
NG Medium Humanoid (human)
Init +1; Senses Perception +4 (+3 on sight-based and opposed perception In bright light, +2 if w/in arm’s reach of Aya)

------------------------------
DEFENSE
------------------------------
AC 14, touch 11, flat-footed 13 (+3 armour, +1 Dex, +0 shield)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +6
…+2 Fortitude vs. warm or hot weather
…+1 vs. divine magic

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
…sickle +1 (1d6+1)
Ranged dart +1 (1d4+1)
Spells Prepared (CL 1st, Concentration +5)
1st—bless, cure light wounds
0—daze, light, stabilize
Spirit Magic Spells Known (CL 1st, Concentration +5)
1st—1/day—remove sickness

------------------------------
STATISTICS
------------------------------
Str 13, Dex 12, Con 14, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Traits Cultivated, Devotee of the Old Gods, Inspired, Possessed
Feats Alertness (if w/in arm’s reach), Extra Channel, Selective Channeling
Skills Diplomacy +6, Heal +8, Knowledge (history) +5, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +1, Perception +4 (+3 on sight-based and opposed perception In bright light, +2 if w/in arm’s reach of familiar), Sense Motive +4 (+6 if w/in arms reach of familiar)
(7 points; 4 class, 2 background, 0 INT, 1 race, 0 favoured class)
Abilities channel energy (5/day, DC 13), orisons, spirit (life [restoration]), spirit animal (Aya, kite [hawk] familiar), spirit magic
Languages Common, Ancient Osiriani, Osiriani

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier (3/day).

A good shaman channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two shaman levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the shaman’s level + the shaman’s Charisma modifier (DC 13). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A shaman can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Cultivated (trait): You grew up speaking multiple languages. You learn one additional language. Additionally, when attempting a Diplomacy check to gather information using this language, you can do so in 1d6 × 10 minutes, rather than the normal 1d4 hours. (Osiriani)

Devotee of the Old Gods (trait): Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion’s past alive—a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.

Inspired (trait): A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (life[restoration]), which grants a number of abilities and defines many of her other class features. She gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

Spirit Animal: see familiar

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Possessed (trait): You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear quarterstaff, sickle, dart (6), acid (2), alchemist’s fire, holy water, scroll of cure light wounds (2)
Possessions studded leather armour, backpack, bead necklace with a wooden knot of Isis charm (5 gp), beaded charm bracelet with wooden charms related to ancient Osiriani gods and symbolism (5 gp), belt pouch (2), charcoal (2), chalk (2), hot-weather outfit, journal, scroll case

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 37.5 lbs.
Money 4 GP 0 SP 8 CP

Background:

Merutep always knew she was different. When she was a child, she could hear voices no one else could perceive, and knew things she could never have learned. The ancient tongue poured from her lips and the teachings of Isis filled her heart. Merutep could commune with the spirits of the old land—the gods and spirits of ancient Osirion—and through her their powers once again touched the world. Isis was the child’s patron, and she contacted her through a magical kite, named Aya. But many of the other spirits could speak to Merutep from time to time. In time she would be able to bring their blessings back into the world, as well.

Merutep grew up in Wati, an odd little girl fond of playing on the riverbanks, mothering the other children and trying to convince the Voices of the Spire that she had business in the Necropolis—for inside she could hear the call of the old gods. She knew that great power awaited her within, if only she could get to it. She couldn’t, of course. What business could a lone child have inside the old city?

Her parents knew she was odd, but paid it little mind. They worked on Mender’s Row, and the life of a dyer was difficult, and tiring. It was enough that little Merutep was fed and happy. As she grew, so too did her powers for healing, and easing the worries of others. She began to help out at the Alma Mater in her teenage years—although she was no cleric of Pharasma, she was a talented midwife, and had a fine maternal instinct. She enjoyed spending her time tending infants and looking after the pregnant mothers.

Recently, Wati’s Necropolis was opened, an event which caused great excitement in town—good and bad. Merutep was thrilled. This was her opportunity to access the Necropolis and learn more about the spirits that spoke to her. She signed up for the lottery immediately, and joined a group called Wati’s Chosen. Unfortunately, the other members of her group panicked the morning of the lottery, leaving Merutep and Aya without a team. After petitioning to the Grand Mausoleum, Merutep has been paired with another team who also lost some of its members—the Sand Scarabs. Hopefully, this time, things will all work out.

Appearance and Personality:

Merutep is a beautiful Osirion woman in her twenties with long braided black hair, and bronze skin. She looks incredibly healthy, and full of life—vibrant in a way many aren’t. When she accesses her powers her hair and eyes shimmer in the sunlight.

Merutep is kind, caring and maternal. She loves spending time with children and infants, and is always cooing over pregnant women. She feels a kinship with them—a need to protect and honour them. She is always willing to help out others, and is a gifted midwife and healer. She is wise beyond her years, and always trusts her instincts, but she never had a formal education, leaving her skills and manners unpolished. She never strays far from her beloved kite, Aya.

And her kite (hawk) familiar, Aya.

Statistics:

This small bird of prey is incredibly healthy and vibrant looking. It’s brown and white-tipped feathers are glossy and pristine. It’s yellow beak seems to shine in the light and it’s keen, golden eyes nearly glow. Clearly, this intelligent bird is a paragon of its kind.

Aya
N Tiny Outsider (native)
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1HD); Fast Healing 1
Fort +2, Ref +5, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Hover
Skills Fly +7, Perception +14 (Racial Modifier +8 Perception)
Master’s Skills Diplomacy -1, Heal +3, Knowledge (history) -1, Knowledge (nature) -1, Knowledge (planes) -1, Knowledge (religion) -1
Abilities alertness, empathic link, familiar, improved evasion, life spirit ability (fast healing 1), share spells, spirit animal

Special Abilities:

SPECIAL ABILITIES

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Familiar: The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (native outsider).

Spirit Animal (Ex): A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.

Life Spirit Ability: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.

Thank you very much for your consideration! Best of luck to the other entrants.

Paizo Employee Organized Play Line Developer

A final note on character creation: I gave Merutep the variant life spirit, Restoration, found in the Healer's Handbook available here. It changes her level one spell from detect undead to remove sickness, and alters two of the hex's she could choose to take from two that hinder her enemies to two that bolster her allies. It also changes her true spirit ability. If you prefer I stick with the basic Life Spirit, please let me know and I will happily change it over.

Thank you!


Character Submission

Khaz hails from the monastery of Karak Bryn. This 'hall of gold' was founded by the legendary dwarven archer Krag Blackbow. The dwarf had won his fame, and his fortune, by shooting a full grown dragon out of the sky. Bereft of a clan to call his own, an issue caused by the aforementioned dragon, his fear was dying alone and forgotten. What started as a single apprentice soon grew soon grew into a full blown monastery. Krag taught to his apprentices the secret of his craft, and instilled in them his goal of self perfection...and avoiding the flaws within the clan system which he believed led to the loss of his first clan. He and his students became contemplatives.

The ascetic, desert-dwelling dwarves known as the Contemplatives have eschewed dwarven traditions, whose unchanging rigidity, they believe, shackles their people to the past and inhibits self-improvement. Shaving their heads, living under the open sky, and practicing arts unfamiliar to the typical dwarf, the Contemplatives seek to awaken the divine essence that lives within each creature.

Khaz, while a student of Karak Bryn, has long since fallen from its ideals. He left his fellow monks and the hold that they lived upon in search of his own glory and his own fortune. Growing his hair out, he fell into the life of a mercenary.

But the problem with being a mercenary is that your pay only comes when there are wars to fight. And mercenaries without wars soon turn to crime. Khaz fell in with a group of tomb robbers. His nimble fingers, excellent site, and ability to put an arrow through a man's eye at a hundred yards away, all made him quite useful. He had found his calling...


Doomed Hero here.

This character was created for a Mummy's Mask game that never got off the ground. He's pretty deeply tied into the plot of the story and would be appropriate for the group to find while they are still raiding a tomb. He's a bit of an odd concept, so I'll wait for GM approval before changing the Point Buy and giving him a couple extra traits.

Ankh is a Life Shaman specializing in healing, and also destroying or controlling the undead.

As a player, I'm a long time vet of the boards and very reliable as a poster.

Dark Archive

GM Wulfson wrote:
PaleDim wrote:
I have a tiefling magus raised in Taldor as a sort of "servant step-daughter"/"secret weapon" of a Keleshite noble.
Although the classes have been opened up to all the RPG books the races have not. Please limit your selections to those available in the CRB. Sorry, as the others did not have access to the exotic races (and I'd rather not open the menagerie that is Paizo's playable races), a Tiefling is out.

Sorry about that. I got focused on a character's match with the desert theme and missed that. I'll either adjust this character or come up with something different.


Ankh, Bearer of Judgement wrote:

Doomed Hero here.

This character was created for a Mummy's Mask game that never got off the ground. He's pretty deeply tied into the plot of the story and would be appropriate for the group to find while they are still raiding a tomb. He's a bit of an odd concept, so I'll wait for GM approval before changing the Point Buy and giving him a couple extra traits.

Ankh is a Life Shaman specializing in healing, and also destroying or controlling the undead.

As a player, I'm a long time vet of the boards and very reliable as a poster.

Hey. I'm one of the players in the game. (Half-Elf Swashbuckler)

Only Core Races are allowed.


Just curious how are you going to work in the characters if they are in the tomb? What is you plan? In addition how will they level ? Will they be behind or will they level with the group?


Well, guess that counts me out of the running. Oh well. Have fun folks.


The party will be returning to the surface and will probably meet up with the new recruits at the Tooth and Hookah.
Considering that everyone is still 1st level, everyone will level up at the same time.


Dot. Will whip something up over the weekend.


Hello all! I'll definitely be interested in picking up a game of Mummy's Mask - I love a grand adventure as much as the next person! With this, I humbly bow to you and present a small story of who, what, and why Khalid Abd al-Qadir al-Shihab is. And how he may on occasion, shut up.

Since Khalid has been hanging around Wati for at least a couple of days, I'm implying that this story happened with another group of dungeon-breakers at some point, and I'm not refering to the party.

Backstory:
The tall and broad-shouldered Quadiran man leaps up from the pillow on the ground, letting go of the hookah and bowing at his conversation partner. A grin spreads under his curled waxed moustache as the newcomers walk in the Tooth and Hookah. He spreads his arms with the expression of joy, as if he was seeing an old friend, fingers covered in numerous rings waving cheerfully.

His loose clothes, immaculate, if slightly worn, betray fine craftsmanship, as does the faint shimmer of metal under them. A large curved-point sword hangs on his finely-threaded belt, seemingly the sister of a bronzed shield, leaning on the wall next to him.

"A-ha!", he exclaims. "Forgive me for the boldness, my friends, but your walk is the walk of men who have seen things few do.", he smiles, bowing once more. "I am Khalid Abd al-Qadir al-Shihab, faithful subject of the great Satrap Xerbystes II."

Pointing towards the small table and the plethora of pillows on the ground, he gestures enthusiastically towards the newcomers. "I follow the ancient Qadiran tradition of the warrior-poet, celebi, and it would be my utmost pleasure to purchase your dinner for tonight, if only in between the feast of the body you share with me the smallest crumbs of your tale." His smile is unwavering, as he ceremoniously ushers the newcomers on the table, letting them sit down before offering them tea.

Sitting down with a sigh of pleasure, he takes a long swig of the shisha. Exhaling a large cloud of white fumes, he nods. "Ah, Osirion! It's cities and stories age with grace to rival the Queen of Mendev, do they not?", he says, slurping his tea loudly, then letting out another sigh of content. "Yet, despite the thousands stories told on these streets over thousands of years.", his eyes flash with a mischievous blaze. "Not every story of adventure, bravado and wealth to turn emperors jealous has been told? Or perhaps the stories themselves are re-told endlessly, with different heroes..."

Stats:

I've not actually updated the crunch yet - but I'm rather flexible on that end. I'm mostly tending towards a Str-based Arcane Duelist Bard, with a focus on Aid Another to shield others, a Daring Champion Cavalier, or even a Magus.

My most likely concept would be of the Str Based Bard, even though the party already has one - the Archeologist Bard and the Arcane Duelist will not only not overlap, but build onto each other.

But like I said, I'm flexible.


I went ahead and changed Sefanit to a 25 point buy and the other things to bring her in line with the campaign requirements. Easier to see what you're getting that way.

She should be ready to go now.


Same with Menwi, now a 25 point buy and in line with campaign requirements. Her backstory now added as well.

I hope it's not rude to submit two characters. Sorry if it is. I had two sitting around that worked for this AP. Usually requests for replacement players don't get the response this one has so I didn't figure it would be a big deal.


I am planning on my character being middle-aged. Should I use the age rules?


R0B0GEISHA wrote:
I am planning on my character being middle-aged. Should I use the age rules?

Yes


I have a question on a possible build. druid swarm monger, I was hoping to use instead of house centipede, a scarab beetle for RP. and instead of on summon swarms at second level be able to summon thematically correct animals that would match closest to (bats, spiders, or rats). like locusts = bats, or bettles = rats, or flying bettles = bats, scorpions, Asp's, etc.


Just saw this. I need to spend some time reworking this character (though not a great deal) and reworking the tail-end of the story for MM instead.

A Paladin of Sarenra with both Sacred Shield and Warrior of the Holy Light archetypes is not quite as good at killing things as most paladins, or at healing their companions, but . . .. They make their companions harder to hurt and provide morale bonuses similar to a low-level bard, with extra benefits.

Let's see how a rework goes.


I'm thinking of rebuilding a warpriest of Ra that I made a while back for a Mummy's Mask game.


I ended up giving Meriui a full update tonight, actually.

Happy to hear any feedback. I will explain my thoughts if anyone wants to ask, and will accept recommendations with an open mind. Doesn't mean I'll make every recommended alteration, mind you.


Actually, if it's not too late I think I may want to change my entry for this?


Khalid's stat block is now updated in his page. I went for the Arcane Duelist, and bashing people with a large shield.


DarkWingD wrote:
I have a question on a possible build. druid swarm monger, I was hoping to use instead of house centipede, a scarab beetle for RP. and instead of on summon swarms at second level be able to summon thematically correct animals that would match closest to (bats, spiders, or rats). like locusts = bats, or bettles = rats, or flying bettles = bats, scorpions, Asp's, etc.

Okay, I'd reskin the house centipede as a scarab doing the following:

Instead of Poison give it Disease (EX) Filth fever: Bite—injury; save Fort DC 10; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Change the +3 bonus on Stealth checks to +1 Natural armor bonus to AC

As far as the Summon Swarm spell goes, call them whatever you want as long as they keep the same stats as the original.


@rdknight: I would prefer one submission per player. You have until Monday night to decide which one you would prefer to play.

@That Sean fellow: You have until 6:00 Monday night to finalize your submission.

Dark Archive

GM Wulfson wrote:
@That Sean fellow: You have until 6:00 Monday night to finalize your submission.

I definitely won't be making it in time with my replacement submission.


Gm Wulfson, I've been considering posting a melee based inquisitor of Anubis who would want to join the team to fulfill his duty to destroy undead.

With that in mind would it be acceptable to interpret Anubis' Favored weapon the Flail to include the heavy flail?


Robert Henry wrote:

Gm Wulfson, I've been considering posting a melee based inquisitor of Anubis who would want to join the team to fulfill his duty to destroy undead.

With that in mind would it be acceptable to interpret Anubis' Favored weapon the Flail to include the heavy flail?

Yeah, sure.


@GM Wulfson: Sure thing. I'll go with Menwi since she's the true divine caster and not just capable of healing.


I won't have a chance to make a new entry for Monday so my entry in the above posts will stand. He's pretty cool as is anyway :) Thanks.


I'm submitting the same charcater but just changing his class to Hunter (Scarab Stalker Archetype.) Should post it up in a couple hours.


Last thing I wanna ask then I'll finalise tonight.

I was thinking of starting out as a feral Hunter to get the unlimited Aspect for crocodile and then from second level going in to shifter. Shifter doesn't have a Crocodile form. So would it be okay if I went with the Lizard form/aspect with the Shifter and flavour it as a crocodile? And taking the +4 Acrobatics the lesser aspect gives me and just make it a +4 Swim instead?

The characters background is that he believes he is the second coming of Sobek to the world, in the meantime he's just contracted lycanthropy... or has he :)

Otherwise I'll just reflavour to Anubis if the crocodile aspects are a bit of a problem.

if it's too much of a hassle then I'll just go with wolf and change it a bit. Thanks!

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