Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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That's actually kind of depressing to think about....


okay, lots of DM write up an essay on who they wanted, didn't want, and how they made it, but I know you all just want to see results... so

1) Anset
2) Felica
3) Elmar
4) Sefu
5) Yumi

as well as my 2 reserved people, please report to the discussion thread within 48 hours to claim your spot.


thanks for consideration


Sorry for those of you who didn't make it; I hope you find another awesome campaign to be in. And I look forward to playing with the rest of you.


Thanks for the pick DG! Best of luck to those who weren't selected!


I wish those not selected tons of luck on all their other applications! They were all intriguing characters. :)

Also, a thank you to DG for selecting my little rogue.


A player dropped out, we are looking for 1 more, we are going to be starting book 6 and I do give out pfs credit for this, as according to the rules, you can receive pfs credit for playing an ap without using a pfs character. Character creation on first page. Also because we are ahead of the gold curve, we are doing level 15 characters, but for those submitting level 17 gold.

Silver Crusade

Dot dot dot. What do you have in the party? What's general idea of what's happened till now? How best would a new PC get meshed into the group


leave that to a DM, but you'll get introduced before book 6 starts.

Basically Mummys mask is all about undead takeover with past pharaohs being resurrected, vodoo and egyptian magic at play. If you want to know what happened, I'd have to go over books 1 through 5 with you and that is a lot to go through.

Silver Crusade

opened up tombs pissed off people in the city, pissed of peoples performed rituals to raise pissed of spirits of long dead pharaohs and their legions, PC's have to make things right or undead legions will overtake the land as in the mummies return? got it.

one more question, I love mounted characters, however I am getting a very "dungeon dive" theme from this game, are the dungeons big enough to allow large animals inside?


As a DM, I can always make the dungeons a little bigger, if a hallway is 5 by 1, I can make it 8 by 2, so that your large creature can fit. I've been adjusting the size of some dungeon as well as add monsters

Silver Crusade

Then I shall get to work on my fighter (dragoon) character, crunch should be done shortly.

oh, do you allow vital strike to work with mounted charges?


I don't know, is it suppose to work in pfs rules? I never think of weird things like that.

oh, and adamantine weapons ignore some of the ac of monsters.

Silver Crusade

Statistics/rough draft:
Male Human Fighter (Dragoon) 15
N Medium Humanoid (Human)
Init +5; Senses Perception +25
------------------------------
DEFENSE
------------------------------
AC: 23, touch 15, flat-footed 20 (+10 armor, +3 dex, shield)
hp: 185 (PFS)
Fort: +19, Ref: +15, Will +18
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.

Melee:
Spear (lance)
To Hit: +36 15+10+4+1+6
Damage: 1d8+34/46 (15+5+4+10) +12 PA

Ranged
------------------------------
STATISTICS
------------------------------
Str: 30, Dex: 20, Con: 20, Int: 18, Wis: 18, Cha: 08
Base Atk: +15; CMB +25; CMD 40
Traits: Seeker, reckless, Blood of Pharaohs
Drawbacks: -1 PB
Feats: 1- Mounted combat, skill focus ride, Ride by attack, Power attack
2-Spirited charge
3- Weapon focus (lance) (refluffed to a spear)
4- Weapon specialization lance
5- Natures soul
6- Animal companion (horse)
7- Lunge
8- Boon companion
9- Combat reflexes
10-
11- Iron will
12-Greater weapon specialization
13- Wheeling charge
14- Furious focus
15- Improved Iron will

Skills: (3 points; 2 class, 0 INT)
Ride-15
Perception-15
Acrobatics-10
Sense Motive-5
Handle Animal-10
Know. Dungeoneering-10
Climb-5
Swim-5
Linguistics-5
Diplomacy-10
Sleight of Hand-10
Survival-5
Know. Religion-10
Know. History-5
Know. Nobility-5

ACP: -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Gear/Possessions:

------------------------------
Arms and Armor: Mithril full plate of speed (26), +4 Adamantine Lifesurge Lance

Gear/Misc: : MWK backpack, belt pouch, waterskin (4), rations (20), Sunrod (3), torches (5), fishing hook, chalk (10), rope(silk) 100ft

Magical Items: Hany Haversack II, Belt of Physical Perfection (+6), Headband of Mental prowess (wis/Int) +6, Ring of Freedom of movement (40k), Gloves of Dueling (15k) Cloak of Resistance +5, Ring of Sustenance
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

For you to look at.

Concept is this- A bastard son of a Pharaoh, he was cast out and taken in by a pharasma temple. He was raised an undead slayer. When the tombs opened he returned to both cleanse any foul taints withing the tomb, and find proof of his heritage and take his rightful place as pharaoh.

Stats pre Item-

Str: 20 (17)
Dex: 14 (5)
Con: 14 (5)
Int: 12 (2)
Wis: 12 (2)
Cha: 08

Once the concept gets the OK I'll fill out a 10 minute background if so desired

He has a Horse(heavy, combat trained) Animal Companion.

As for Vital strike+ charge, I normally allow it in my games, even when the PC themselves make a charge (FAQ states clearly they didn't want this, I think it is fine, an still not worth the feat investments)

However, to my knowledge no clear rulings have been laid out for mounted charge + vital strike, and its usually left up to the DM from what I have seen.

I also didn't see how you all did HP, so I just used the normal half HD rounded up+con etc.


Took a quick look at the present characters, if I'm not mistaken you've just lost one of your clerics but I didn't see any major arcane caster apart from the magus which is usually more of a melee fighter than a dedicated caster. Would you prefer an arcanist or an oracle of life/holy vindicator? The latter would be my first choice but I'd gladly go with the former if needed.


anything is okay with me Jaime, I just want people to join so that I can stay above 3 pcs at all times. If the game drops below 3 I can't hand out PFS credit as the min table size is 3 and up to 6 for a full table. No PFS credit for the players means no pfs credit for the DM either. And when running an adventure path and going through the series, I'm not subject to the pfs rules, like 20 point buy, running the module exactly, etc.


DoubleGold wrote:
anything is okay with me Jaime, I just want people to join so that I can stay above 3 pcs at all times. If the game drops below 3 I can't hand out PFS credit as the min table size is 3 and up to 6 for a full table. No PFS credit for the players means no pfs credit for the DM either. And when running an adventure path and going through the series, I'm not subject to the pfs rules, like 20 point buy, running the module exactly, etc.

Excellent! Going for the Oracle/Holy Vindicator then, just need some time to make a proper character. What's the deadline?


well, lets see, I think I will start book 6 on Sunday, so Sunday's the deadline.


I'd say we definitely need another full caster over any more face-beating capability.


I would like to throw my hat in the ring for a full caster character if a spot is open. If not no biggie I'll catch another one.

Silver Crusade

Also, Double gold, what was your ruling ofmn vital strike+ mounted charge?


rorek55 wrote:
Also, Double gold, what was your ruling ofmn vital strike+ mounted charge?

you need a full round action for vital strike, so I'd rule it as no.


Hello, here's my submission for Anhket, beloved of Sarenrae:

APPEARANCE

Char Sheet:

Ankhet, Beloved of Sarenrae

Oracle of life 11/ Holy Vindicator 4 - Deity: Sarenrae
NG medium humanoid (human)
Init (5+2+1)+8 Perception +16
-------------
Defense
-------------
AC (10+5+11+3+5+4+1)=39/49VS, touch (10+5+5+1)=21/31VS, flat footed (10+0+11+3+5+4+1)=34/44VS
CMB +14 CMD (10+12+2+5)=29
HP 160 [8+4+1+(5+4+1)*10 + (6+4+1)*4 +3 fav. class - lvl 1-3]
Fort (5+4+4+6+1)=20, Reflex (4+5+4+6+1)=20, Will (9+0+4+6+1)=20
Concentration +21
-------------
Offense
-------------
BAB +12/+7
Speed 30 ft
Ranged +19/+14 (+1 Seeking Composite Longbow +2 str) 20 x3
Melee +19/+14 (+1 Holy / Keen / Ghost Touch Rapier w/ weapon finesse) 1d6+2 (+2d6 holy) 15/20 x2

-------------
Statistics
-------------
Str 14, Dex (15+1 level up +4 belt)=20, Con (14+4 belt)=18, Int 14, Wis 10, Cha (15+2 human +2 level up +4 headband)=23
Languages Common, Aklo, Infernal, Abyssal, Celestial
-------------
Feats
-------------
1- Toughness
1- Weapon Finesse
3- Alignment Channel (Evil Outsiders)
5- Quick Channel
7- Extra Channel
9- Selective Channel
11- Improved Channel (+2 DC)
13- Piercing Spell (-5 spell resistance, +1 level)
15- Divine Protection (+ Cha mod to saves)

-------------
Traits
-------------
Reactionary - You gain a +2 trait bonus on Initiative checks
Dangerously Curious - UMD +1 and class skill
Campaign: Mummy-Cursed: One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do.

You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.

-------------
Skills
-------------
Skill points: [4+1(human) +2 (int)]*11 + [2+1 (human) +2 (int)]*4=97 tot.

(class skill+charact.+skill ranks+miscell (incl. +1 ioun stone)

Acrobatics* (dex) 0+5+4+1-2=8
Bluff (Cha) 0+6+1+1=8
Climb* (Str) 3+2+1+1-2=5
Craft (Int)
Diplomacy (Cha) 3+6+10+1=20
Disguise (Cha)
Heal (Wis) 3+0+11+1=15
Intimidate (Cha) 3+6+10+1=20
Knowledge (arcana) (Int) 0+2+1+1=4
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int) 3+2+10+1=16
Knowledge (planes) (Int) 3+2+1+1=7
Knowledge (religion) (Int) 3+2+10+1=16
Linguistics (Int)
Perception (Wis) 0+0+15+1=16
Profession (Wis)
Ride* (Dex) 3+5+1+1-2=10
Sense Motive (Wis) 3+0+1+1=5
Spellcraft (Int) 3+2+10+1=16
Stealth* (Dex) 0+5+1+1-2=5
Survival (Wis)
Swim* (Str) 3+2+1+1-2=5
Use Magic Device (Cha) 3+6+9+1+1=20

-------------

Gear
-------------
(410.000 gp)

Ring of protection +5 50.000
Ring of evasion 25.000
Amulet of natural armor +4 32.000
Cloak of resistance +4 16.000
Weapon: Rapier +1 Holy / Keen / Ghost Touch with Locked Gauntlet 50.008 gp
Weapon: +1 Seeking Composite Longbow Strength +2 8.550
ARmor:
Mithral Breast Plate +5 glamered (31.900 gp) +11 AC max 5 Dex AC Penalty -2
Buckler +3 Fortification (light: 25% chance to negate critical or sneak attack) with the flame of Sarenrae 16.000
Implanted Ioun stones:
- Dusty rose +1 ac 5.000
- Lavender and green absorbs spell 8th or lower level 40.000
- Pale green +1 compet. bonus on attack rolls, saves, skill checks and ability checks 30.000
- Orange prism +1 caster level 30.000
Wand of Mirror Image 3* CL 4.500 (1d4+1 images for 3 minutes)
Wand of CmW 4.500
Handy Haversack 2000
Phylactery of positive channeling +2d6 11.000 gp
Headband of alluring charisma +4 16.000 gp
Belt of physical might (Dex, Con) +4 40.000

Small equipment, other (water, food, trinkets, etc.): 1.542 gp; material components and focus up to 15.000 gp (includes 10.000 diamond dust and holy symbol 500 gp)

Money left: 8.000 gp

Spells:

Caster Level: (14+1 ioun stone) = 15

Level_____Known(+fav.class)_____Available slots per day

0_____________9____________________n/a
1_____________5+2__________________6+2
2_____________5+2__________________6+2
3_____________4+2__________________6+1
4_____________4+2__________________6+1
5_____________3+2__________________6+1
6_____________2+2__________________5+1
7_____________1____________________3

Spells known
Orisons: Detect Magic / Detect Poison / Light / Stabilize / Read Magic / Create Water / Purify Food and Drink / Mending / Spark
Level 1: Liberating Command / Divine Favor / Bless / Protection fron Evil / Shield of Faith / Endure Elements / Remove Fear / + Cure light wounds + Detect Undead
Level 2: Grace / Surmount affliction / Remove paralysis / Delay Poison / Silence / Pilfering Hand / Spiritual Weapon / + Cure m. wounds + Lesser Restoration
Level 3: Borrow Fortune / Invisibility Purge / Remove Disease / Dispel Magic / Resist Energy, Communal / Searing Light / + Cure S. wounds + Neutralize poison
Level 4: Blessing of fervor / Death Ward / Divine Power / Magic Weapon, Greater / Holy Smite / Freedom of movement / + Cure C. Wounds + Restoration
Level 5: Air Walk, communal / Break Enchantment / Flame Strike / Spell Resistance / Righteous Might / + Cure light wounds, mass + Breath of Life
Level 6: Dispel Magic, Greater / Harm / Wind Walk / Cold Ice Strike /
Level 7: Destruction

Special abilities:

-------------
Curse and Revelations
-------------
1 - Channel Energy (8d6 +2d6 phylactery=10d6) (1+6+2=9/day) (DC: 10+7+6+2=25)
3 - Energy Body 11 rounds/day
7 - Combat Healer 2/day
11 - Safe Curing

Curse: Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, AKLO, Aquan, Auran, CELESTIAL, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

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

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype* and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

*Elemental subtype: Immunity to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Elementals do not breathe, eat, or sleep.

Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots.

This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.

-------------
Holy Vindicator abilities
-------------

Channel Energy (Su): The vindicator's class level stacks with levels in any other class that grants the channel energy ability.

Vindicator's Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator's channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

Stigmata (Su) (-2/+2): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator's class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata.

While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.

Faith Healing (Su): At 3rd level, any cure wounds spells a vindicator casts on himself are automatically empowered as if by the Empower Spell feat, except they do not use higher spell level slots or an increased casting time. If the vindicator targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.

Divine Wrath (Sp): At 4th level, when a vindicator confirms a critical hit, he may sacrifice a prepared 1st-level spell or available 1st-level spell slot to invoke doom upon the target as an immediate action (using the vindicator's caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The vindicator can also use this ability in response to being critically hit, even if the attack incapacitates or kills the vindicator.

-------------

Still working on the background but the crunch is there.
Your feedback will be welcome and appreciated. Thank you!


Jaime Sommers wrote:

Hello, here's my submission for Anhket, beloved of Sarenrae:

APPEARANCE

** spoiler omitted **...

Add +1 to ac due to buckler (+3 is just the enhancement bonus).

Silver Crusade

DoubleGold wrote:
rorek55 wrote:
Also, Double gold, what was your ruling ofmn vital strike+ mounted charge?
you need a full round action for vital strike, so I'd rule it as no.

vital strike is a standard action used with an attack action though? but okies.


Welcome, Rorek55 and Jaime. Make your aliases and introduce yourself in the gameplay and the dicussion. You will meet the heroes at an inn, and you are told to wake them up, at 6:00 am in the morning, warning them of danger or that you have to hurry.


very good very good.

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