Stormcrow's Mummy's Mask: Your Mommy can't help you

Game Master stormcrow27

A quest to save Osirion from the pharaohs of old.


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Greetings all you happy Paizo people! I'm running Mummy's Mask, and I am looking for 6 players to "liberate" ancient tombs from the grasping hands of time. Old recruitment thread is here. http://paizo.com/campaigns/MummysMaskOsirionReclaimsItsOwn/recruiting&p age=1 Submissions are open until Tuesday the 22nd at 11:00 pm.

The creation rules are below.

Mummy's Mask creation rules

Character creation rules and allowed books
Any Paizo classes or races. I've run or have had people run most of the stock races, plus the more powerful things like noble drow, etc. If you run one of the more high point races (30 points or more), you will have a 1 level deficit that you will have to overcome with XP. AKA buying ECL as they say.
Allowed 3rd party/3.5
In the Company of Dragons, Fey, Angels, etc from Rite Publishing. I have most of these, and they are essentially monster classes that allow you to have the ability to run or play giants, dragons, angels, medusae, etc.
Most classes and/races off pfsrd20 with the exception of the artificer. That class is too cumbersome and broken given the magic Conversion#1
Yes Truenamer from Interjection Games
Yes Cartomancer from the same
Yes Tarot Mage from the 3.0 Tarot Mage supplement
All classes from the Occult Book by Radiance Games (IE Binders for everyone!)
Any 3.5 Prestige class or class. If I find good Paizo board or web versions, I'll post them here.
The Pathfinder version of the disciple of metal prestige class! Play a heavy metal bard and kick some tail!
3.5 Feats on a case by case basis.item construction abilities.
Yes Psionics both systems (Paizo and Dreamscarred Press).
Yes Path of War
Yes Tome of Magic Classes (Binder and Shadowcaster). The shadowcaster will probably use the conversions on Paizo's site here. http://paizo.com/threads/rzs2n7h2?The-Pathfinder-Shadowcaster-A-
3rd party feats the same.
No gestalt. While I am insane, I'm not that insane to try to modify stuff to that level.
Alignment any based on a proper matchup. I don't want in party fighting to destroy a game before it starts.

Advancement speed based on the AP
Starting level 1
Ability creation roll 4d6, reroll 1s and 2s.
Max HP first level
Gold roll
You can use Ultimate Campaign for your background.
Traits 2. 1 must be from the Mummy's Mask or People of the Sands or Osirion related material.


dotting for interest, thinking either beefy fightery guy or a bardy type.


Just as an aside, we have lots of beefy fightery beatsticks as submissions already.


Yeah.. making me wonder if I should go a different route.


Ariarh Kane's submission, here. Ranged Elven Hunter (Scarab Stalker) with viper companion.

stormcrow27, perhaps put up a list of submissions to date so players on the new thread know what's come before, so they can create something different?


I'm interested, I'll have something soon. Been wanting to play Mummy's Mask for what feels like forever!


Still going to make a ruby knight vindicator, based of paladin/cleric/warlord. Starting of with paladin though. In the event that there aren't any other characters chosen capable of healing I would be willing to switch my first level to cleric. Hopefully my character will be so good at protecting allies that healing won't be greatly needed. Mark of Censure, Guardian Shield, Enduring Crane Strikr and the recovery mechanic will all help a ton. From level 2 being able to channel should fix most of the remaining problems.


Dotting, I'm thinking of creating an unchained summoner, so I can buff/support all the beatstick submissions and I'll probably use my eidolon for other stuff like stealth.


Good idea.

Current submissions
Human Warder from Path of War
Elven Hunter (Scarab Stalker)
Avariel Magus (Singer of Blades)
Asherati Monk
Paladin


Posting my continued interest, as some sort of arcane caster or variation thereof.


Hello. Reapplying with my Chakat Cavalier Charger

Chakat Moonstripes:

Chakat Moonstripes
Chakat cavalier (charger) 1 (Pathfinder Campaign Setting: Inner Sea Monster Codex 5, Pathfinder RPG Advanced Player's Guide 32)
NG Large monstrous humanoid (chakat)
Init +2; Senses darkvision 60 ft., scent; Perception -2
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 16 (+5 armor, +2 Dex, +2 shield, -1 size)
hp 13 (1d10+3)
Fort +5 (+4 vs. disease and poison), Ref +2, Will +3
Defensive Abilities healthy
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor); sprinter
Melee dagger +6 (1d4+6/19-20) or
. . mwk cold iron lance +7 (1d8+6/×3) or
. . waster lance +6 (1d8+6/×3) or
. . 2 claws +6 (1d6+6), hooves +1 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks challenge 1/day (+1 damage, free bull rush or trip when make full attack vs. t), relentless, tactician 1/day (Intercept Charge, 3 rds)
--------------------
Statistics
--------------------
Str 22, Dex 15, Con 16, Int 12, Wis 15, Cha 13
Base Atk +1; CMB +8; CMD 20 (24 vs. trip)
Feats Intercept Charge[ACG], Ride-by Attack, Spirited Charge
Traits blood of pharaohs, orc impaler (lastwall), signature moves
Skills Acrobatics +0, Bluff +5 (+6 to conceal information about your sworn charge, +6 while wielding Masterwork Cold Iron Lance), Climb +4, Diplomacy +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +5 (+6 while wielding Masterwork Cold Iron Lance), Perception -2, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +6
Languages Ancient Osiriani, Catfolk, Common, Draconic
SQ natural mount, order of the seal[UC], pride
Combat Gear blain bane (3); Other Gear scale mail, heavy steel shield, dagger, mwk cold iron lance, waster lance, backpack, bedroll, belt pouch, canvas (10'x10'.), climber's kit, exotic pack saddle, fishhook (2), flint and steel, hot weather outfit[APG], mug/tankard, scarf[UE], sewing needle, signal whistle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin (4), waterskin, whetstone, 22 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white only).
Healthy (Ex) +2 to save vs. poison, and disease (including magical diseases).
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Natural Mount (Ex) Charger counts as having Mounted Combat and uses Acrobatics for Mounted Combat feat pre-reqs
Order of the Seal Cavaliers of the order of the seal are a secretive order, each charged with the protection of a specific object (such as a dangerous magic item), place (a lost temple), or secret (that a certain peasant is actually the last descendant of the royal li
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Relentless (Ex) +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Ride-By Attack You can move - attack - move when charging mounted.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seal's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used. Can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Tactician (Intercept Charge, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.


Here is teh Human Warder.


Hmm, thinking some kind of desert hermit alchemist, possibly a fey race?

stat rolls:

#1: 4d6 ⇒ (6, 5, 1, 4) = 16
#2: 4d6 ⇒ (3, 6, 2, 5) = 16
#3: 4d6 ⇒ (6, 2, 2, 4) = 14
#4: 4d6 ⇒ (4, 5, 2, 5) = 16
#5: 4d6 ⇒ (6, 3, 4, 6) = 19
#6: 4d6 ⇒ (5, 1, 3, 3) = 12

reroll #1: 1d6 ⇒ 2
reroll #2: 1d6 ⇒ 6
reroll #3: 2d6 ⇒ (3, 4) = 7
reroll #4: 1d6 ⇒ 6
reroll #6: 1d6 ⇒ 4

reroll #1, pt 2: 1d6 ⇒ 5

#1 (6,5,5) = 16
#2 (6,6,5) = 17
#3 (6,4,4) = 14
#4 (5,5,6) = 16
#5 (6,4,6) = 16
#6 (5,3,4) = 12


Still working on my sniper. And still posting from my phone.


Here is imimrtl's submission. He is a Fetchling Shadow Caller Summoner from Katapesh of Osirion descent. Will be doing the crunch tonight. Let me know if you have any questions and I hope you like it. This is Lorn, the elven hunter's lover and companion.

All about Arasmes:
Background
Where was your character born?
Osirion.

Who raised him?

Was raised in a manor estate as a servant and of the lord. He was raised by the other servants as a whole.

What was happening in the region when your character was growing up?

Not much other than the normal defending the compound against gnoll raids, conducting illegal and illicet business growing Pesh and other illegal narcotics.

Does your character have any relatives?

None that he knows of, his mother was a Kelish slave and his father was the son of the Lord of the compound. His father was killed in a gnoll raid though he never claimed me anyway.

Motivation

What are your character’s immediate goals? What would he like to do in the coming
year?

Continue exploring with his beloved Lorn.

What are his long-term goals?

Be in a place where he can be comfortable and respected by those in the community as opposed to feared for his heritage. Continue his studies of the relationship between himself and Caliphana (his eidolon).

What type of person would be his ideal mate?

Exactly like Lorn, fierce as the screaming falcon, beautiful as a stalking lioness.

Who is his patron deity? Is he a devout worshiper?

He venerates the Osirion pantheon including the sun god (embracing the opposite of his nature as a Fetchling)

Is he a devout member of any nonreligious cause?

No organizations as such.

Is there any race, creed, alignment, religion or the like against which he is strongly
prejudiced?

He is very opposed to evil alignments and religions most specifically the devils and demons of the outer planes.

What is his greatest fear?

Being irrelevant

What is the one task he absolutely refuses to do?

Kill an innocent. Kill a child.

Idiosyncrasies

What is your character’s motto or favorite saying?

As you wish.

What is his favorite color?

Blue of the cloudless sky

Describe what he would wear if money were no object?

Simple but elegant clothing of a fine cut.

What is his favorite food? Drink?

Despite himself he has a propensity for meats of most kinds. His favorites are beef and lamb. Fine wines and brandy he appreciates as well.

What is his favorite animal?

The Katapeshi Lion

What habits of his friends annoy him most?

Rudeness

What well-known media figure from sports, movies or politics most closely
resembles your character?

???

What would be his theme song?

Boulevard of Broken Dreams

If his friends were to write his epitaph, what would it be?

He was one of us.

What would be his job in modern society?

Xenobiologist

Introduction Questions

Do you have any nicknames, street names, titles, or aliases?

Arasmes

What is your full birth name?

Arasmes ibn'Fayad

Where do you live?

Currently traveling

Why do you live there?

N/A

What is your citizenship status?

Former Slave of Katapesh

What is your most obvious blessing or strength?

Magical ability and charisma

What is your most obvious flaw or weakness?

Fetchling Heritage

Was there any event or cause to cause these weaknesses?

Birth

Physical Traits

What is your general body type, frame, bone structure, and poise?

Wiry with sharply angled high cheekbones. Carries himself erect and with good posture.

What is your skin colour?

Deep grey

What is your hair colour?

Jet Black

What is your hair style?

Kept long and loose

Do you have any facial hair?

No facial hair

What is your eye colour?

Bright blue

Does it change?

no

How attractive are you?

Extremely attractive, even unnaturally so.

What is your most distinguishing feature?

His eyes

Do you have any scars, tattoos, or birthmarks?

He has black and silver tattoos covering his body

What is your handedness (left/right)?

Left

Do you resemble some currently known person?

No

Do you wear a uniform?

No

What kind of clothing do you wear?

Comfortable well made and cut clothing suitable for travel.

History
Where is your homeland?

Katapesh south of Osirion

Did you have any childhood friends?

He had several close friends among the slaves that worked in the Lord's manor and in his narcotics operation.

What conflicts might arise from your past?

I am an escaped slave so my master might come looking for me as I was very highly valued for my magical skills.

Do you have any sort of criminal record?

Wanted for connection to the Lord's criminal enterprises in Katapesh. I was blamed for some of the illicit activities that the lord was conducting.

Personality/Beliefs

Do you, or did you, have any role models?

One of the slaves that helped raise me and helped me through my magical beginnings, Aken ibn'Salim

Do you have any great rational or irrational fears or phobias?

That Lorn will leave me.

What are your attitudes regarding material wealth?

I would say it is better to be wealthy than poor but the amassing of wealth is not a primary focus of mine.

Do you have a good luck charm?

A necklace given to me by my mother. Just a simple leather cord with a silver medallion with an unknown rune on it. She did not know what it meant but it had been in our family for as far back as anyone could remember.


Arasmes ibn'Fayad wrote:

Here is imimrtl's submission. He is a Fetchling Shadow Caller Summoner from Katapesh of Osirion descent. Will be doing the crunch tonight. Let me know if you have any questions and I hope you like it. This is Lorn, the elven hunter's lover and companion.

** spoiler omitted **...

Both this and Lorn and Will Erland have excellent backgrounds. That's part of the depth I am looking for. If you need help with crafting a background or a character, feel free to send me your ideas and I will help them see the light.


I think I'll make my character an angelkin Aasimar. Can I take an alternate ability on the table instead of the SLA (or roll a few times and take whichever I like)?


oyzar wrote:
I think I'll make my character an angelkin Aasimar. Can I take an alternate ability on the table instead of the SLA (or roll a few times and take whichever I like)?

Yup you can.


Uh, does that mean I can chose whatever I want or roll?


oyzar wrote:
Uh, does that mean I can chose whatever I want or roll?

That means you can take an alternate ability or roll a few times and take what you like.


Ok I will be unavailable for about an hour as I drive home on a busy highway.


Pathfinder Adventure Path Subscriber

dotting for interest as well. Something of a rogue-type, if it will fit.


Gold: 2d6 ⇒ (5, 4) = 9


I will post a full fleshed out background when I get home.


It's not listed in the first post, but background skills are in effect right?

I'm debating whether I should go with the standard alter self or +2 cha. +2 str is probably better mechanically, but +2 cha feels more right. Alter Self is kinda awesome too though.


oyzar wrote:
It's not listed in the first post, but background skills are in effect right?

Oooooh, that's a good question. I'd have to redo my skills if we're using background skills.


I'm currently deciding between a creepy, but well-intentioned socially awkard Twilight Sage Arcanist, a bodyguard (personality-wise) ranged DPS Kineticist with a penchant for exploration, and a versatile Psychic who utilizes undercasting and acts as party hieroglyph translator/undead identifier.

AAAAAAAAAAAAHHHH CHOICES!!!!!

I'm open to suggestions. Which you you folks rather adventure with?

EDIT: I think the Psychic is the winner, unless the GM has some advice to the contrary. I think I will incorporate some of the personality traits of the others as well. I'll get a workup done soon!


@Roycilo: I'd go for the versatile Psychic (possibly the Formless Adept archetype?) to add some needed variety and flavour to the party (with skills and talents different to those already on the submissions table). But ultimately, go for the one you think you'd have the most fun playing. :) Good luck!

Haha - Ninja'd by you! ;)


Background skills are available if you want them.

Scarab Sages

Dotting for interest.

rolls:

4d6 ⇒ (3, 6, 1, 6) = 16
4d6 ⇒ (6, 6, 5, 4) = 21
4d6 ⇒ (3, 5, 6, 5) = 19
4d6 ⇒ (3, 4, 3, 2) = 12
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (6, 4, 2, 3) = 15

rerolling 1n2: 7d6 ⇒ (6, 6, 4, 2, 4, 4, 6) = 32


18, 17, 16, 16, 16, 12

Wow. Awesome rolls.
I have a shy Blue Psion (shaper), A Skald. So many options!
I'll look over the other applicants


stormcrow27 wrote:
Background skills are available if you want them.

stormcrow27, are we going with 2 background skills?

If so, I will edit Lorn's skills accordingly. Thanks. :)

Scarab Sages

Wait. 4d6 (max 24) or 4d6 drop lowest?


4d6 drop lowest.


Gold Roll
2d6 ⇒ (3, 4) = 7x10 = 70


Haha, thanks Ariarh, you read my mind! I will be working on a Human or Samsaran Psychic with the Self-Perfection Discipline. A versatile character, both with regards to skills and spells.

Ability Score Rolls: 4d6 ⇒ (5, 6, 6, 3) = 20 17
Ability Score Rolls: 4d6 ⇒ (4, 6, 4, 4) = 18 14
Ability Score Rolls: 4d6 ⇒ (4, 6, 5, 3) = 18 15
Ability Score Rolls: 4d6 ⇒ (6, 5, 1, 4) = 16 Reroll: 1d6 ⇒ 2 Reroll: 1d6 ⇒ 4 15
Ability Score Rolls: 4d6 ⇒ (5, 5, 5, 4) = 19 15
Ability Score Rolls: 4d6 ⇒ (6, 4, 6, 3) = 19 15

Whatta Set!

I normally wouldn't use this set, but I plan on being about as MAD as possible with regards to skills, so I may just use it. I'll wait and see what other kinds of sets end up being rolled.


I'm going to work on a Time Thief. Given the Prince of Persia inspiration for the class, it seems appropriate for this AP.

Rolls:

Ability: 4d6 ⇒ (4, 5, 3, 1) = 13
Ability: 4d6 ⇒ (3, 1, 4, 1) = 9
Ability: 4d6 ⇒ (4, 1, 5, 3) = 13
Ability: 4d6 ⇒ (1, 5, 1, 3) = 10
Ability: 4d6 ⇒ (1, 6, 5, 2) = 14
Ability: 4d6 ⇒ (3, 5, 6, 2) = 16

Reroll: 1d6 ⇒ 6
Reroll: 1d6 ⇒ 1Reroll: 1d6 ⇒ 3Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 5
Reroll: 1d6 ⇒ 1Reroll: 1d6 ⇒ 3Reroll: 1d6 ⇒ 5
Reroll: 1d6 ⇒ 2

Revised:
(15)4,5,3,6
(10)3,3,4,2
(14)4,5,5,3
(13)3,5,5,3
(13)2,6,5,2
(14)3,5,6,2


Storm, waitin on a reply to my last PM


Roycilo wrote:
I normally wouldn't use this set, but I plan on being about as MAD as possible with regards to skills, so I may just use it. I'll wait and see what other kinds of sets end up being rolled.

Roycilo: I'd suggest going with the rolls you made. :) The original recruitment thread can be found HERE and most applicants have rolled their sets there, just so you're aware.


Battle Sorcerer Submission. Figured we had enough beat sticks.


Here's Bahbrahb's submission. Still working on the backstory but I'll get this in for now.


Dotting from the other Thread. I will have my Osirian Oread Fighter together soon, as I have the basics, but I need to decide the specifics of the character beyond taking the Living Monolith Prestige Class eventually.


Okay, so this list is compiled of concepts and actual submissions from both recruitment threads. (Sorry, if I have missed anyone, it's not intentional). On the original recruitment thread there was other interest, but not yet developed, so they will be included once we hear more.

In no particular order...

Zayne Iwatani: Will Erland, Human Warden (Zweihander Sentinel)
Whitewalker Jon: Zenon Zelenka, Aasimar (Emberkin) Factotum
fearcypher: Taegan Nightwind, Avariel Magus (Singer of Blades)
Ariarh Kane: Lorn of the Alijae, Elven Hunter (Scarab Stalker)
imimrtl: Arasmes ibn'Fayad, Fetchling Summoner (Shadow Caller)
seth86: Chakat Moonstripes, Chakat Cavalier (Charger)
The Godd*mn GM: Khankhe Nazihar, Asherati Battle Sorcerer
Monkeygod: possibly Kineticist, sand or fire focused
Alyksandrei: sniper
oyzar: Aasimar (Angelkin) Ruby Knight Vindicator
He'sDeadJim: Oread Fighter
Dragonflyer1243: possibly Unchained Summoner
wanderer82: possibly Fey Desert Hermit Alchemist
Bahbrahb: Varisia James, Bard (Archaeologist)
Roycilo: considering Human or Samsaran Psychic with Self-Perfection Discipline
Choon: Blue Psion (Shaper) or Skald
djpika: Time Thief


Hi, Fairly new to the whole roll20/PBP thing but would love to try it out.

Given what the current submissions are, would a half orc or human skald work, provides lots of buffs for the marshal's and some spontaneous arcane casting support? Will take a look at the mummy's mask player guide and work on details but so far:

Character was born to a peasant women captured in an orc raid, normally he would have been killed on birth but the tribes shaman figured a half-human would be quicker to learn and easier to intimidate and took him as an apprentice. The shaman had the boy sing the tribes war-songs when they went into battle, helping to drive the orcs into their battle frenzy, eventually as a right of passage the shaman tride to brand the boy awakening the savage magic within him, the boy flew into a rage slaying the shaman, and fleeing into the desert.

Shamans apprentice and sacred tattoo alternate racial features, fates favored trait + campaign traits, song as versatile performance. Figure ill grab the spirit totem line of powers and have the spirits be shades of orc shamans going back through my characters former master and his master etc... probably also grab skalds vigor/greater skalds vigor as feats, maybe guarded life to allow whole party to stabilize and gain fast healing while rage song is up. Cant decide between fates favoured or totem shaman (tiger to buff all three physical stats?)

If some one else wants to play a skald as mentioned in this thread, could go witch/unsworn shaman as those classes also look interesting to me.

-TLJ


1st 4d6: 4d6 ⇒ (2, 4, 1, 6) = 13 4, 6, rerolling 1, 2
2nd 4d6: 4d6 ⇒ (6, 1, 4, 3) = 14 13
3rd 4d6: 4d6 ⇒ (1, 5, 5, 6) = 17 5, 5, 6, rerolling 1
4th 4d6: 4d6 ⇒ (1, 3, 1, 2) = 7 3, 2, rerolling 1, 2
5th 4d6: 4d6 ⇒ (4, 4, 4, 4) = 16 12
6th 4d6: 4d6 ⇒ (6, 4, 2, 6) = 18 6, 4, 6, rerolling 2

rerolls 1st 4d6: 2d6 ⇒ (4, 6) = 10
rerolls 3rd 4d6: 1d6 ⇒ 6
rerolls 4th 4d6: 2d6 ⇒ (2, 3) = 5
rerolls 6th 4d6: 1d6 ⇒ 1

Final Rolls:
1st 4d6 = 6 + 4 + 6 = 16
2nd 4d6 = 6 + 4 + 3 = 13
3rd 4d6 = 6 + 6 + 6 = 18
4th 4d6 = 3 + 3 + 2 = 8 Ouch!
5th 4d6 = 4 + 4 + 4 = 12
6th 4d6 = 6 + 4 + 6 = 16

I've got some options.


@djpika and the waskally: Reroll all 1's and 2's. I still some in your arrays.


Here's my character (finally!). I will improve the formatting when I create the alias; I don't want to create the alias unless I'm actually going to play the character.

Alexis (Wraith):

Form Fields
Full Name Alexis
Race Elf
Classes/Levels Sniper 1 || AC 16 || HP 11/11 || Initiative +6 || Passive Perception 19 || Saves: Fort +3 Refl +6 Will +3 || Perception +9 Stealth +7
Gender Female
Size Medium
Special Abilities XP: 0
Alignment TN
Location
Languages Common, Elven,
Strength 14
Dexterity 18
Constitution 13
Intelligence 20
Wisdom 16
Charisma 12

Free Text
[Basic Statistics]
Maximum Hit Points: 11
Base Speed: 30 feet
Armor Class: 16 = 10 + 2 [leather] + 4 [dexterity]
Initiative modifier: + 6 = + 4 [dexterity] + 2 [trait bonus]
Attack (handheld / thrown): + 3 = +2 [strength] + 1 [BAB]
Attack (missile / finesse): + 5 = + 4 [dexterity] + 1 [BAB]
Fortitude: + 3 = + 2 [class] + 1 [constitution]
Reflex: + 6 = + 2 [class] + 4 [dexterity]
Will: + 3 = + 3 [wisdom]
Perception (passive): 19
Carry: 170 lb maximum
[/]

[Skills]
A Perception (Wis) 9(11) = +3 [wisdom] +1 [ranks] +3 [class skill] +2 [race - Elf] (+2 [trait bonus])
A Stealth (Dex) 7 = +4 [dexterity] +1 [ranks] +3* [class skill] -1 [encumbrance]
A Acrobatics (Dex) 3 = +4 [dexterity] -1 [encumbrance]
A Jump (Str) 1 = +2 [strength] -1 [encumbrance]
A Climb (Str) 1 = +2 [strength] -1 [encumbrance]
A Swim (Str) 0 = +2 [strength] -2 [encumbrance x2]
A Ride (Dex) 4 = +4 [dexterity]
A Bluff (Cha) 1 = +1 [charisma]
A Sense Motive (Wis) 3 = +3 [wisdom]
A Diplomacy (Cha) 1 = +1 [charisma]
A Gather Information (Cha) 1 = +1 [charisma]
A Intimidate (Cha) 1 = +1 [charisma]
TB Sleight of Hand (Dex) n/a = +4 [dexterity] -1 [encumbrance]
A Escape Artist (Dex) 3 = +4 [dexterity] -1 [encumbrance]
TA Disable Device (Int) n/a = +5 [intelligence]
A Disguise (Cha) 1 = +1 [charisma]
A Concentration (Con) 1 = +1 [constitution]
TA Spellcraft (Int) n/a = +5 [intelligence]
TA Use Magic Device (Cha) n/a = +1 [charisma]
B Appraise (Int) 5 = +5 [intelligence]
TB Handle Animal (Cha) n/a = +1 [charisma]
A Heal (Wis) 7 = +3 [wisdom] +1 [ranks] +3 [class skill]
A Survival (Wis) 7 = +3 [wisdom] +1 [ranks] +3 [class skill]
B Craft All (Int) 5 = +5 [intelligence]
B Craft (Bows) (Int) 9 = +5 [intelligence] +1 [ranks] +3 [class skill]
B Craft (Fletching) (Int) 9 = +5 [intelligence] +1 [ranks] +3 [class skill]
T Knowledge (All) (Int) n/a 5 = +5 [intelligence]
TB Knowledge (Engineering) (Int) 6 = +5 [intelligence] +1 [ranks]
TA Knowledge (Geography) (Int) 9 = +5 [intelligence] +1 [ranks] +3 [class skill]
TA Knowledge (Nature) (Int) 9 = +5 [intelligence] +1 [ranks] +3 [class skill]
TB Knowledge (Strategy & Tactics) (Int) 6 = +5 [intelligence] +1 [ranks]
TB Linguistics (Int) 6 = +5 [intelligence] +1 [ranks]
TB Lore (Military History) 6 = +5 [intelligence] +1 [ranks]
[/]

[Offense]
Composite Longbow (110) +5 1d8 Piercing
Dagger +3 1d4+2 Piercing
[/]

[Roleplay Stats]
Personality Traits
Nothing about combat surprises me anymore.
Socially awkward
My friends know they can rely on me no matter what.

Ideals
Live and Let Live

Bonds
I fight for those who cannot fight for themselves.

Flaws
I put too much faith in those who wield power within the military.
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[Proficiencies]
Armor: Light
Weapons: Simple, Martial
Languages: Common, Elvish,
[/]

[Traits and Special Abilities]
Race (Elf):
Elven Immunities
Keen Senses
Weapon Familiarity
Low-Light Vision
Silent Hunter

Class (Ranger - Sniper archetype):
* 1 Focused Enemy (goblinoid +2), Track, Arrow-Splitter
2 Combat Style Feat: Archery (Far Shot)
3 Intercept Arrow, Adaptation
4 Hunter's Bond
5 Hunter's Tricks, Focused Enemy (goblinoid +4)
7 Woodland Stride, Hunter's Tricks
8 Swift Tracker
9 Evasion, Hunter's Tricks
10 Focused Enemy (goblinoid +6)
11 Improved Intercept, Hunter's Tricks
12 Camouflage
13 Hunter's Tricks
15 Focused Enemy (goblinoid +8), Hunter's Tricks
16 Improved Evasion
17 Hide in Plain Sight, Hunter's Tricks
19 Greater Intercept, Hunter's Tricks
20 Master Hunter, Focused Enemy (goblinoid +10)
[/]

[Equipment]
leather armor
composite longbow
dagger
gear maintinence kit (metal polish, small file, leather paring knife, leather conditioning oil, soft cloth x2, leather straps, sewing needle, buttons)
ranger's kit (backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, torches x10, rations x5, waterskin)
21 gold
[/]

[Backstory]
Wraith had a normal childhood in a normal family from a normal neighborhood. Around the age of 30, she left home to travel the world for a while. She ended up in the military of a nearby nation, trained as a scout and, later, a sniper. During one particularly nasty skirmish, Wraith (still using her child name) was affected by several powerful spells which killed the rest of her unit. As a result of the unexpected interaction of these spells, she discovered that her physical and mental abilities had improved. She quickly capitalized on these improvements, becoming even better at her best skills. Nicknamed "Wraith" by her new unit for the habit she had of vanishing and reappearing unexpectedly, she continued to serve as a sniper even as she began studying every subject under the sun (and many from below the ground). She had never been a particularly good student, but she suddenly found herself able to understand complex topics with ease, and to remember details and facts she never would have thought herself capable of recalling. Eventually discharged from the military, she declared herself an adult (keeping the name "Wraith", but also using the name "Alexis") and roamed the world, studying, practicing her magic, and taking whatever jobs and adventures came her way.
[/]

[Original Concept]
Role: sniper & scholar
Appearance: small adult female with dark skin, black eyes, and silver hair
good taste in clothes, but nothing super fancy (my randomizer app describes it as "Tasteful: You like to look good but don't take it to an extreme.")
Personality: goal -
easy-going, mostly humorless ("You are serious almost all the time or don't participate in humor."), curious about everything
Birthplace or Home:
Past: event - traumatic event which triggered a massive increase in abilities, particularly dexterity- and intelligence-related
education - average until after traumatic event, then studied extensively everything she could
Religion: agnostic
widespread naturalistic ("Your religion puts emphasis on gods of nature and living in harmony with animals.")
Family: 1-2 siblings, overall average size, liberal ("Your family is open-minded, giving, and trusting."), unremarkable family of average reputation
[/]

[Traits, Abilites, & Features]
Level Gained Trait/Ability Name Source Description
0 Elven Immunities Race Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
0 Keen Senses Race Elves receive a +2 racial bonus on Perception checks.
0 Weapon Familiarity Race Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
0 Low-Light Vision Race Elves can see twice as far as humans in conditions of dim light.
0 Silent Hunter Race (Alternate) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
1 Weapon and Armor Proficiency Class (Sniper) A sniper is proficient with all simple and martial weapons and with light armor. This replaces the normal ranger armor and weapon proficiency.
1 Focused Enemy (Ex) Class (Sniper) At 1st level, a sniper selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.
1 Track (Ex) Class (Ranger) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
1 Arrow-Splitter (Ex) Class (Sniper) A sniper gains a +1 bonus on ranged attack rolls against creatures or objects two or more size categories smaller than her. The sniper's ranged attacks also deal full damage to objects instead of half damage. This ability replaces wild empathy.
2 Combat Style Feat (Ex) Class (Sniper) At 2nd level, a sniper must select one of two ranged combat styles to pursue: archery or crossbow.
3 Intercept Arrow (Ex) Class (Sniper) At 3rd level, a sniper can ready a ranged attack to deflect a ranged weapon attack against her or an ally within 30 feet. To deflect the attack, the sniper makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent's roll, the opponent's initial attack automatically misses. For each size category the attacking creature is larger than the sniper, the sniper takes a –4 penalty on her attack roll. The sniper must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can't be deflected. This ability replaces endurance.
3 Adaptation (Ex) Class (Sniper) At 3rd level, an sniper learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed. At 8th, 13th, and 15th-level, the Ranger chooses another one of his favored enemy types and selects one adaptation from that type’s list, as well as an additional adaptation from any one list of a creature type he’s selected (including the one just chosen, if so desired). The sniper can only use one adaptation at a time. The ranger can use the camouflage and hide in plain sight class features whenever he is using adaptations. This class ability replaces favored terrain.
4 Hunter's Bond Class (Ranger) At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
5 Hunter’s Tricks Class (Sniper) At 5th level, a sniper Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. At 5th level, the Ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once. This ability replaces the Ranger’s spells class feature. snipers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
7 Woodland Stride (Ex) Class (Ranger) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
8 Swift Tracker (Ex) Class (Ranger) Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
9 Evasion (Ex) Class (Ranger) When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
11 Improved Intercept (Ex) Class (Sniper) At 11th level, when the sniper takes a full-attack action with a ranged weapon, she can choose to forgo one of her attacks. If she does so, she can use her intercept arrow ability as an immediate action instead of a readied action at any time before her next turn. Her attack roll to intercept uses the same bonuses as the attack she chose to forgo during her previous action. This ability replaces quarry.
12 Camouflage (Ex) Class (Ranger) A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
16 Improved Evasion (Ex) Class (Ranger) At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
17 Hide in Plain Sight (Ex) Class (Ranger) While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
19 Greater Intercept (Ex) Class (Sniper) At 19th level, whenever a sniper successfully deflects an attack with her intercept arrow ability, she can redirect the attack against a target within 30 feet, using the intercepted attack's attack roll against the new target's AC. This ability replaces improved quarry.
20 Master Hunter (Ex) Class (Ranger) A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

Adaptations

Aberration: amphibious, darkvision 60 ft., Iron Will, natural armor +2.
Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.
Construct: darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision.
Dragon: darkvision 60 ft., Great Fortitude, Iron Will, Lightning Reflexes, low-light vision, Lunge.
Fey: Iron Will, Lightning Reflexes, low-light vision.
Humanoid (aquatic): low-light vision, natural armor +2, darkvision, swim 15 ft.
Humanoid (dwarf): darkvision 60 ft., defensive training, greed, hatred, hardy, slow and steady, stability, stonecunning, weapon familiarity.
Humanoid (elf): elf blood, low-light vision, elven immunities, elven magic, keen senses, Skill Focus (choose one skill), weapon familiarity.
Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.
Humanoid (gnoll): darkvision 60 ft., Exotic Weapon Proficiency (dire flail), natural armor +2.
Humanoid (gnome): defensive training, gnome magic, hatred, illusion resistance, keen senses, low-light vision, obsessive, weapon familiarity.
Humanoid (goblinoid): darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).
Humanoid (halfling): fearless, halfling luck, keen senses, sure-footed, weapon familiarity.
Humanoid (human): Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (choose one skill).
Humanoid (orc): darkvision 60 ft., ferocity, intimidating, orc blood, weapon familiarity.
Humanoid (reptilian): darkvision 60 ft., kobold fast (as goblin fast), lizardfolk hold breath, natural armor +2, Skill Focus (choose Acrobatics, Perception, or Stealth).
Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.
Monstrous Humanoid: darkvision 60 ft., Lightning Reflexes, low-light vision, natural armor +2.
Ooze: acid resistance 10, Great Fortitude, Iron Will, Skill Focus (choose Climb, Escape Artist, or Perception).
Outsider: darkvision 60 ft., energy resistance 5 (choose one type of energy from acid, cold, electricity, or fire), Great Fortitude, Iron Will, Lightning Reflexes.
Plant: low-light vision, Great Fortitude, Iron Will.
Undead: darkvision 60 ft., Great Fortitude, Iron Will, natural armor (+2). Skill Focus (Stealth).
Vermin: climb 15 ft., darkvision 60 ft., Great Fortitude, Iron Will, swim 15 ft.

Hunter's Tricks

Aiding Attack (Ex): The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.
Catfall (Ex): The Ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Ranger takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex): The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Cunning Pantomime (Ex): As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Defensive Bow Stance (Ex): The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.
Deft Stand (Ex): The Ranger can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Hateful Attack (Ex): The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.
Heel (Ex): The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.
Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex): The Ranger can climb at his full speed as a move action without penalty.
Quick Healing (Ex): As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action.
Quick Swim (Ex): The Ranger can swim at his full speed as a move action without penalty.
Ranger’s Counsel (Ex): As a swift action, the Ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex): When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.
Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Stag’s Leap (Ex): As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex): The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex): The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Trick Shot (Ex): As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
Uncanny Senses (Ex): As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round.
Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
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Updated, now with backstory!


Well, read the players guide if I do go Skald probably not taking the spirit totem line of powers. Stupid undead, making my character idea not so effective. Probably should of gotten then from the adventure paths name.


Money Roll:

Gold: 5d6 ⇒ (3, 1, 1, 6, 2) = 13

130gp
Not great...not horrible.


Previous:
(15)4,5,3,6
(10)3,3,4,2
(14)4,5,5,3
(13)3,5,5,3
(13)2,6,5,2
(14)3,5,6,2

reroll 2: 1d6 ⇒ 5
reroll 2: 1d6 ⇒ 1
reroll 2: 1d6 ⇒ 4
reroll 2: 1d6 ⇒ 5

reroll 1: 1d6 ⇒ 3

(15)4,5,3,6
(12)3,3,4,5
(14)4,5,5,3
(13)3,5,5,3
(15)3,6,5,4
(16)3,5,6,5

gold: 4d6 ⇒ (5, 5, 6, 2) = 18

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