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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So I have been wrestling with my alchemist hermit for several days but cannot get to a character I am happy with. Instead, I stumbled into another idea that I really like and submit Assam Fadhrun, Acolyte of the Dawnflower.

gold: 4d6 ⇒ (2, 2, 6, 4) = 14 x10 = 140 gp

Assam Fadhrun:

Assam Fadhrun
Male Human Cleric of Sarenrae
NG Medium Humanoid (human)
Init +3; Senses Perception +3

--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 dex, +1 shield)
hp 11 (1d8+2+1)
Fort +4, Ref +3, Will +5;

--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +3 (1d6+3, 18-20/x2),
Melee morningstar +3 (1d8+3, x2),
Melee cestus or dagger +3 (1d4+3, 19-20/x2),
Ranged light crossbow +3 (1d8, 80', 19-20/x2)
Special Attacks channel smite (+1d6 dmg vs undead), fire bolt (6/day, 30' ranged touch, 1d6+1 fire)

--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 17, Cha 16
Base Atk +0; CMB +3; CMD 16
Feats extra channel, channel smite
Traits exalted of the society, birthmark, mummy cursed, overprotective (flaw)
Skills Diplomacy +3, Heal +7, Know (history) +6, Know (religion) +6, Perception +3, Sense Motive +7, Spellcraft +6, Survival +3
Languages Common, Osiriani, Katapeshi
SQ domains (fire, glory-heroism), channel energy (1d6 hp, 10/day), spontaneous healing, touch of glory
Spells (unl/2+1) 0th - create water, light, stabilize; 1st - bless, command, shield of faith

Combat Gear ; Other Gear scimitar, morningstar, cestus, dagger, light crossbow (20 bolts), studded leather, buckler, backpack, belt pouch, bedroll, whistle, flint & steel, waterskin, rations x10, candle x10, chalk x10, silk rope 50', 21 gp, 6 sp, 4 cp; total weight 58.5 lb

FAVORED CLASS BONUS
+1 hit point

Appearance
Of mixed Osiriani and Katapeshi descent, Assam has dark olive skin with rich, wavy long dark hair. He wears a beard neatly trimmed, and the sacred markings of his order adorn his skin, including his face and hands. His clothing is made of light fabrics of tan and gray, as befits one native to the dessert, and he carries only possessions that are necessary for survival. He stands a little over 6' tall, and has a lean, athletic build.

Background
Assam was born into a mixed tribe of dessert nomads who lived among the sands of Osirion. Though they would from time to time visit settlements to trade, they spent much of their lives following the whispering winds of the dessert, under the guidance of the Dawnflower. Assam was taught of the joys of the Lady of Light, of the path of redemption and the righteousness of the sun. From his first memory there were markings on his skin, and each year on his birthday, the elders of the tribe would ascribe more onto him. He was told they contained the blessings of the Dawnflower, and were a gift to him.

When he reached the age of manhood, his father took him deep into the dessert and told him of the Dawnflower's sacred charge to his tribe. They had been chosen to be the Swords of Sand and Fire, the guardians against the lost evils of Osirion. This evil was eternal, and slumbered beneath the sands, waiting to make its next move. With the passing of the last Sultan and the return of the Pharaohs, that time was approaching. But, for Assam to be welcomed, he had to spend a week at this sacred sight.

He recalled little of what transpired over the next seven days, but when his father returned to determine his fate, he found his son meditating, his sacred markings aglow with the blessed fire of the Dawnflower. Thus he was chosen not only to carry the blade, but also to wield the sacred flame of Sarenrae.

Hearing of the Ruby Pharaoh's opening of the tombs, the tribe knowing what dangers await have sent Assam to Wati, to enter the layers of Ancient Osirion and be the order's first eyes within...

Personality
Assam enjoys the simple pleasures of life - the laughter of stories exchanged by firelight, the consumption of a good meal, and the sharing of water with an old friend. He sees little value in material wealth, preferring instead the reward granted from a deed well done and the gratitude of a friend. He is slow to speak, preferring to ponder his words carefully. Despite his quiet nature, he is both passionate and fiercely loyal, and will fight to the death to protect those dear to him.


Updated List
Recruitment closes Tuesday 22nd March at 11pm EST.

Zayne Iwatani: Will Erland, Male Human Warden (Zweihander Sentinel)
fearcypher: Taegan Nightwind, Male Avariel Magus (Singer of Blades)
Ariarh Kane: Lorn of the Alijae, Female Elven Hunter (Scarab Stalker)
imimrtl: Arasmes ibn'Fayad, Male Fetchling Summoner (Master Summoner)
seth86: Chakat Moonstripes, Female Chakat Cavalier (Charger)
The Godd*mn GM: Khankhe Nazihar, Male Asherati Battle Sorcerer
Bahbrahb: Varisia James, Male Human Bard (Archaeologist)
Alyksandrei: Alexis (Wraith), Female Elven Sniper
oyzar: Lionora Ameerah, Female Aasimar Paladin (Knight Disciple)
He'sDeadJim: Hoss'r Stonekind, Male Oread Fighter (Phalanx Soldier)
TheGodd*mnShazam: Meryl the Maven, Male Aasimar Factotum
gossamar4: Baru Brimmstone, Male Gnome Warlock
Adam Whitman: Nyssul Rapolton, Male Mereitaur Fighter (Lore Warden, Unbreakable)
Sarabian: Kellara, Female Half-Orc Necromancer (Life)
TheLazyJ: Decius Valo, Male Aasimar (Musetouched) Skald
Mjolbeard89: Professor Talekar Morova, Male Half-Orc Bard (Archivist)
ellequoi: Zohreh of the Bulls, Female Half-Orc Cleric of Shelyn
Roycilo: Shaf-men-Kep (Shaf) Khuenaten, Male Human Psychic
Dragonflyer1243: Sathek Osan, Male Human Summoner (Unchained)
baja1000: Yizzik Uhari, Male Lizardfolk Fighter
djpika: Jandar-Ki Naïlo, Male Half-Elf Time Thief
Whitewalker Jon: Jon Winchester, Male Aasimar (Angelkin) Ranger
wanderer82: Assam Fadhrun, Male Human Cleric of Sarenrae

Angelpalm: possibly Alchemist (Crypt Breaker or Vivisectionist)
Monkeygod: possibly Kineticist, sand or fire focused
Puq: Summoner
Boss Zog: Nomad Psion
Redblade8: Mystic
Kiasyd the Kindly-One: Aasimar (Class not mentioned?)
Malkav the Nervy: Samsaran Medium/Gravewalker Witch focused on Necromancy and undeath control or a Juju Oracle (Dual Curse)

Choon: Blue Psion (Shaper) or Skald (withdrew)
TheWaskally: Male Human Godling (Eldritch) of Nethys (withdrew)

Dark Archive

Gm has to narrow down 30 applicants to 6. Crazy tough. Good Luck everyone


Yeah good luck, Did he allow Intrigue archetypes?


Thanks Djpika, I was trying for a historian type, but you're right. I switched a skill rank around. Thankfully I got it done before the deadline. Like ten minutes before the deadline.

I'm excited, I want to say good luck to everyone!


Right when I went to submit the profile earlier paizo.com went down. Sorry for the late update, but the profile should be fixed now.

Good luck with the selection process! May you end up with a party that ends up working out great together.


Good luck to everyone.


I hope to see who he picks


Hope to see you guys in the game thread.


Good luck everyone! If we get paired off, you shall have my shield!


good luck folks


baja1000 wrote:
Good luck everyone! If we get paired off, you shall have my shield!

Ditto!

Good luck all around!


Wow that is a lot of people. I don't want to have anyone wait for me to figure out what I am doing as it will take a while for me to get use to this so I will go ahead and bow out. Hope you all have fun and if there is room for more late I would love to be considered. Even if I have to play a baddy lol, yeah I just want to toss bombs at people, does that make me a bad person?


Yeah these things always draw tons of interest.


Good luck as well everyone!

Lorn my love! I hope to be riding the sands of fate with you soon!


Angelpalm wrote:
Even if I have to play a baddy lol, yeah I just want to toss bombs at people, does that make me a bad person?

Of course not...that just makes you a Goblin!

=)


Hoss'r Stonekind wrote:
Angelpalm wrote:
Even if I have to play a baddy lol, yeah I just want to toss bombs at people, does that make me a bad person?

Of course not...that just makes you a Goblin!

=)

a green goblin?

do I have to fight spider people that have preference for spandex?


After Ultimate Intrigue comes out.. possibly.


Yeah, baby, yeah!

Dark Archive

Wow! What a great group of PC options for the GM to choose from! Good luck making your choices, GM. And good luck to my fellow applicants.


Professor Talekar Morova wrote:
Wow! What a great group of PC options for the GM to choose from! Good luck making your choices, GM. And good luck to my fellow applicants.

I agree. I don't envy the GM this choice.

*Goes back to watching thread like a hawk*


Angelpalm wrote:

a green goblin?

do I have to fight spider people that have preference for spandex?

I really don't know... Do Driders like spandex?

=\


Driders prefer lycra


I hope everything goes well. I hope to see you guys on the other side.


Wonder what would happen if this was actually chosen by lottery like the AP states?

23 completed apps:
Random Draw: 1d23 ⇒ 9
Random Draw: 1d23 ⇒ 4
Random Draw: 1d23 ⇒ 7
Random Draw: 1d23 ⇒ 5
Random Draw: 1d23 ⇒ 15
Random Draw: 1d23 ⇒ 6

4 imimrtl: Arasmes ibn'Fayad, Male Fetchling Summoner (Master Summoner)
5 seth86: Chakat Moonstripes, Female Chakat Cavalier (Charger)
6 The Godd*mn GM: Khankhe Nazihar, Male Asherati Battle Sorcerer
7 Bahbrahb: Varisia James, Male Human Bard (Archaeologist)
9 oyzar: Lionora Ameerah, Female Aasimar Paladin (Knight Disciple)
15 TheLazyJ: Decius Valo, Male Aasimar (Musetouched) Skald

No dedicated healer but no lack of firepower, that's for sure. Lot of support too. But I am not in it so I don't like it.


As mentioned before I plan to take cleric levels from level 2, so as long as one (or more) of the others have access to either Cure Light Wounds or Infernal Healing, we should hopefully be fine. I believe everyone except Chakat could potentially pick one of those.


Also I couldn't accept as I would be without my love and could not bear the distance between us. *does dramatic pose*


Moonstripes wont mind so many people putting their hands on her =^^=


djpika wrote:
Yeah, baby, yeah!

Apparently no Tick fans, eh?


djpika wrote:
djpika wrote:
Yeah, baby, yeah!
Apparently no Tick fans, eh?

TEMBWBAM is clearly a dwarven alchemist.


Ok. After much consideration and party crunching and considering all of the great submissions, I have decided on the following:

Ariah Kane-Lorn of the Alijae, Female Elven Hunter (Scarab Stalker)
imimrtl: Arasmes ibn'Fayad, Male Fetchling Summoner (Master Summoner)
oyzar: Lionora Ameerah, Female Aasimar Paladin (Knight Disciple)
Bahbrahb: Varisia James, Male Human Bard (Archaeologist)
djpika: Jandar-Ki Naïlo, Male Half-Elf Time Thief
ellequoi: Zohreh of the Bulls, Female Half-Orc Cleric of Shelyn

For all of those that didn't get chosen, you submitted great characters. If I had the time I would run two tables, but sadly things are limited right now. I'm sure other games will open up that will be as rewarding as this one.

To those who were selected: Welcome to Mummy's Mask, where ancient secrets are awakening to swallow Osirion whole. I'll start up a discussion thread for this game.


http://paizo.com/campaigns/StormcrowsMummysMaskYourMommyCantHelpYou/discuss ion&page=last

Discussion thread and gameplay thread open.


Congrats to all the chosen characters. I hope you have a great adventure!


Thank you for choosing me to be in your game, stormcrow27. Good luck to those players who did not get in this time (you all had terrific character concepts) - I wish you the best of luck on the boards!

Happy gaming to all. :)


Congrats to everyone, including the GM who had to choose from such an amazing pool!

Have lots of fun gang!


Thank you so much storm! To everyone else not selected, I did not envy storm's decision as there were SO many awesome submissions.

Dark Archive

gratz to the selected, and good luck to the rest of us on our next submission.


This has been reopened as we have lost two players due to real life circumstances. Currently the group is exploring a tomb of an ancient Osirian general.

Current party makeup Half-orc cleric
Aasimar paladin
Human bard
Half-elven time thief

I'm looking for two more players. A full arcane caster would be nice, but make what you like.

Same creation rules as before. Also you can resubmit the same character as you like. I'll continue the adventure and you'll join up in medias res.


I'd love to resubmit Sathek Osan(UC summoner), which was my original submission! His backstory/stats can be found above, but are also copied here.

Stats:
Male Human Summoner(unchained) 1
NG Medium Humanoid (Human)
Init +5; Senses; Perception +7
====================
Defense
====================
AC 17, touch 14, flat-footed 13
HP 11/11
Fort +3, Ref +4, Will +5(+1 vs divine magic)
CMD 17
====================
Offense
====================
Speed 30 ft.
Melee
Longspear +3 (1d8+4/X3)
BAB +0
CMB +3
Summon Monster 1 7/7
====================
Statistics
====================
Str 16, Dex 18, Con 16, Int 16, Wis 16, Cha 19
Skills(ACP=1): Diplomacy +5, Handle Animal +8, Knowledge(Arcana) +7, Knowledge(History) +8, Knowledge(Planes) +7, Perception +4, Spellcraft +7
Feats: Spell Focus(Conjuration), Augment Summoning
Traits: Devotee of the Old Gods(history), Arcane Temper
====================
Spells-CL 1st, Concentration +6
====================
Cantrips
====================
Light; Detect Magic; Read Magic, Acid Splash
====================
Lvl 1 Spells 2/2
====================
Enlarge Person, Grease
====================
Special Abilities
====================
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
====================
Equipment
====================
50 Gold
Longspear
Studded Leather Armor
Summoner’s Kit
Common Shovel

NG Medium Outsider(Agathion)
Init +1; Senses Darkvision; Perception +7
====================
Defense
====================
AC 13, touch 11, flat-footed 12
HP 11/11
Fort +3, Ref +1, Will +2 (+4 vs poison/petrification)
CMD 15
Electricity Resistance 5
====================
Offense
====================
Speed 30 ft.
Melee
Claws(2) +4 (1d4+3/X2)
Range
Longbow +7 (1d8+1/X3)
BAB +1
CMB +4
====================
Statistics
====================
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Skills: Acrobatics +2, Disable Device +2, Perception +7, Stealth +13
Feats: Skill Focus(Perception)
Evolutions(Biped Form): Resistance(Electricity), claws, limbs(arms), limbs(legs), Skilled(Stealth)


Backstory:
Having grown up in the marketplace, Sathek is used to catching people’s attention. At a young age he learned the importance of selling himself, first gaining the trust of wealthy travelers needing a guide through the city, then proving his worth as a barge worker on the river. Working to help support his parents, elderly scribes, who were alienated from their guild due to their continuing belief in the old gods, Sathek always needed every chance he could find to get ahead.
During his work as a barge worker, he noticed that small fish would flock near his barge, sometimes the larger ones even helping to push the boat along. When he came of age, he found himself cornered by a gang of young men, and as he fled into an alley, a figure appeared to aid him. This wolf-headed man, glowing with a golden light, held off his attackers while he climbed over a nearby wall, then disappeared. Later, with concentration, he was able to make the figure reappear, and speak to him. He came to believe that the creature was a messenger from the old gods, meant to affirm his beliefs in their pantheon.
He began to look for ways to prove himself, and to help spread the old faith. After hearing of an opportunity to explore ancient tombs, and potentially discover artifacts to prove the truth behind Osirion theology, he jumped at the chance. Concealing his companion, he began to look around for other potential explorers who would be able to help him enter the tombs. 


I'll re-submit this guy for consideration. I'm happy to redo the crunch if the character concept is selected.


Dotting


I'm surprised to not see more interest for this. We haven't gotten far at all (still level 1), so it would pretty much be like joining up right at the beginning.


I do see that there's a thief in the mix, but in case two are ok, here's Lulwa "Lulu" al Qaisi, Keleshite telekineticist and amateur tomb explorer.

Lulwa:

Lulwa al Qaisi
Female human (Keleshite) telekineticist 1 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (1d8+8)
Fort +6, Ref +5, Will +1; +2 trait bonus vs. divinaton effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range
. . Blasts—telekinetic blast (1d6+5)
. . Utility—basic telekinesis
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 18, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Toughness
Traits carefully hidden, trap finder
Skills Acrobatics +7, Disable Device +6, Perception +4, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +7
Languages Common, Kelish
SQ burn (1 point/round, max 7), gather power
Combat Gear smokestick; Other Gear leather armor, cold iron dagger, candle (6), chalk (3), flint and steel, periscope[APG], pocketed scarf[UE], tindertwig (4), 82 gp, 9 sp, 1 cp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Telekinetic Blast (Sp) Level 0; Burn 0
--------------------
Lulwa, or "Lulu" as she is sometimes called, was born in a Kelish refugee camp in Taldor. Camp life is not kind; the Taldans would frequently suspect Keleshites of being secret soldiers or assassins and sweep through the camp, randomly assaulting and searching people. Despite all this, Lulu and her parents managed to get by…until cholera struck the camp. Rather than bring in healers, the Taldans quarantined the refugees, denying them medicine…or food…or water. After two weeks, the camp was silent. The Taldan conscripts sent in to burn the place and bury the ashes found no one alive at first. Then they found her, squatting in a tent--skeletal, hunched over, her green eyes burning fiercely. Lulu had eaten bark and drank from cesspits to survive. She should have died several times over. Stinking, shaking, on the verge of collapse, she lifted a hand, and objects flew at the Taldans as if by an unseen wind, again…and again…and again. They fell back, making the mark of Pharasma, thinking her to be undead, and she tottered out of the camp unhindered.

Lulwa somehow found her way across the countryside, using her newly discovered power to steal food and drink, slowly refilling her shrunken stomach and restoring health to her young limbs. She found her way to Oppara, where she honed her skills as a thief with other Taldan and Qadiran runaways who didn't care where she was from, and pilfered and burgled from various Taldan Bearded who certainly did care where she was from. Eventually she tired of the life of a thief in Taldor, and snuck on board a ship to Katheer. In Katheer, she learned of a wonderful new enterprise: tomb raiding in Osirion. She made her way to Sothis and assisted in a few raids, and then quit in disgust, realizing that most tomb raids were completely unsubtle, usually desecrating and destroying the mausoleums in the process. One day, sipping tea in one of the souks of Sothis, she heard a merchant excitedly tell of Wati--a town decimated by plague, and now reopened for exploration. For some reason she shivered, thinking of her own childhood and how her family and everyone she knew had died. Without even thinking, the temporarily retired young tomb explorer got up and walked towards the merchant, questions burning in her green eyes...

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There are actually two trap-handling people in the party so that's kinda covered. Though if I am not mistaken you get it just from the trait, rather than from the class, right? So changing up that part might make for a better fit.

There are also two divine warrior types with reach weapons (I'm taking a few cleric levels before going into Ruby Knight Vindicator down the line).

Most other things would probably be a great fit though. Arcane magic, crowd control, knowledge skills and ranged support are all pretty lacking.


Elton would be interested in this adventure! True, at first glance he is small in stature, what your eyes do not reveal is that he is a Wielder of Mighty, Magical, Mystical, Mysterious Power! {{Insert reverb here}}

Of course, some of the literal people out there just call him a halfling sorcerer. :)

I'll have him updated tonight.

(This alias is recycled from a game a few years ago, hope that's not a problem)


I'm re-submitting Hoss'r Stonekind...Oread Fighter.

I will have to rebuild him as I have changed him over time for other possible games. The basics are there however. I will try and complete him tonight.


roll: 4d6 ⇒ (5, 6, 2, 3) = 16 (15 with reroll and drop lowest)
roll: 4d6 ⇒ (3, 6, 5, 6) = 20 (17 drop lowest)
roll: 4d6 ⇒ (3, 3, 2, 6) = 14 (12 with reroll and drop lowest)
roll: 4d6 ⇒ (3, 1, 2, 5) = 11 (14 with reroll and drop lowest)
roll: 4d6 ⇒ (3, 5, 4, 3) = 15 (12 drop lowest)
roll: 4d6 ⇒ (2, 3, 4, 3) = 12 (13 with reroll and drop lowest)
reroll: 1d6 ⇒ 4 (reroll for first roll)
reroll: 1d6 ⇒ 3 (reroll for third roll)
reroll: 1d6 ⇒ 2 (ignored since it is a 2)
reroll: 1d6 ⇒ 5 (reroll for fourth roll)
reroll: 1d6 ⇒ 4 (reroll for fourth roll)
reroll: 1d6 ⇒ 4 (reroll for sixth roll)
reroll: 1d6 ⇒ 2 ((ignored since it is a 2)
reroll: 1d6 ⇒ 6 (reroll for sixth roll)


We'll have knowledge skills covered in a few levels.


Ok I'm goign to start up a new recruitment thread to get some more attention.


Yeah, I think the Kineticist doesn't fit well in this game--just not the right thing needed. So...here's Nenet, a psychic spellcaster. Lots of knowledge, arcane (well, psychic) casting, and affecting undead.

Nenet:

Nenet Katenaten
Female human (Garundi) psychic 1 (Pathfinder RPG Occult Adventures 60)
LG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 13 (+3 Wis)
hp 9 (1d6+3)
Fort +0, Ref +0, Will +5; +2 trait bonus vs. fear effects., +1 trait bonus vs. curses and diseases, including magical diseases.
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +0 (1d4/19-20)
Special Attacks phrenic amplification (will of the dead[OA]), phrenic pool (3 points), physical push (+3, 3/day)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), expeditious retreat, mage armor
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, open/close (DC 14), telekinetic projectile[OA]
. . Psychic Discipline Self-perfection
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 18, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Toughness
Traits child of mumia (osirion), wati native
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (religion) +8, Perception +7, Spellcraft +8
Languages Abyssal, Ancient Osiriani, Common, Osiriani, Sphinx, Undercommon
Combat Gear potion of remove fear, antiplague[APG], vermin repellent[UE] (2); Other Gear cestus[APG], chalk (2), marbles[APG], powder[APG] (2), silk rope (50 ft.), 24 gp, 8 sp, 6 cp
--------------------
Special Abilities
--------------------
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Physical Push +3 (3/day) (Su) Add Wis bonus to a Str, Dex, or Con ability or skill check. Recover 1 pool if you succeed.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
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Nenet is named after the water she was born on—she came into the world in Bargetown, to poor but kindly parents, the sixth in a growing brood that occupied two small barges. As a child, she preoccupied herself by running after two older brothers most similar in age, Agi and Dauti. Their adventures took them scooting through the Veins, and then—of course—into the Necropolis. Nenet was afraid of entering the tombs; it was rumored that the plague that decimated Wati still lingered in dark corners of that place. Agi and Dauti, however, had a solution for that; after a few months, they waved strange dark vials in front of their sister’s eyes. They drank it down, couging and laughing, and then loped into the Necropolis, Nenet tagging along, now slightly fearful of her brothers as well. They seemed stronger, more able than ever, and she envied them while nervously eyeing their forms as they disappeared into the Necropolis.

The next day, trying to understand what they had done, Nenet stepped into a place she had never set foot before: the house of a friend of a friend of a friend of her parents, a monk of Irori, who dwelled in the Midwife district. The monk, Khepren, grew grave when hearing of the brothers’ habits. This was mumia, he said, a drug made from corpses, and it could turn those who imbibed it into the living dead. He waited patiently as she wept out of worry, and then offered a solution: he would train her in the arts of Irori. In a few short weeks, it was clear she was not made for the arts of martial hand to hand combat, but she excelled in disciplines of the mind, fast outpacing anyone Khepren had trained. She prowled the Midwife district as she had other districts, seeking out tomes to read and occultists to speak with.

In her absence, she hadn’t made as many expeditions to the Necropolis with her brothers. When she returned to Bargetown, she found Dauti shaking and pale. He and Agi had gone to walk the streets of that deserted district, taking their usual dose of mumia, but Agi had started to cough and fell down as one dead. Fearful, Dauti ran home.

When Nenet and Dauti entered the Necropolis, night had fallen. Nenet was able to conjure some light thanks to her abilities, but it was little compared to the growing darkness around them. They came to the place where Agi fell…and in his place, they found a leering mockery of his shape, rising from the shadows. What used to be Agi slunk toward them, reborn as a ghoul. Nenet drew upon her training and sprayed the ghoul with dazing colours, and the two siblings fled.

Dauti swore off mumia that night, and Nenet gave up her sojourns into the Necropolis, focusing on her study of languages and psychic spellcraft. She shivered when thinking of her other brother, still somewhere in those dead streets, but pushed it out of her mind with daily discipline and training with Khepren and others. However, when the Qadiran rule began to recede from Wati like a slow, low tide, Nenet began to notice more and more foreigners, and even some intrepid Wati residents, heading into town and speaking of exploring the tombs. With some anger, some selfish local pride, and a hearty lump of fear, she reluctantly but grimly decided she would join their ranks.

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