The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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No problem. Thanks for the consideration.


I would like submit Zahuri to your consideration.

Stats:
ZAHURI DERAGBAR
HUMAN PALADIN (SACRED SHIELD/WARRIOR OF THE HOLY LIGHT) 2
Medium humanoid (human) LG
Init +1; Senses Perception +0
Aura Aura of Good (moderate)
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 20, touch 11, flat-footed 19 (+6 Armor, +1 Dex, +3 Shield)
hp 20
Fort +8, Ref +4, Will +6; +8 vs. hot weather; +2 vs. charm, compulsion, and poison and distraction of swarms; +1 vs. divine magic and fire
Defensive Abilities heart of the sun; Resist Fire 2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 20 ft.
Melee mwk scimitar +6 (1d6+3/18-20)
Melee dagger +5 (1d4+3/19-20)
Ranged chakram +3 (1d8+3)
Special Attacks bastion of good (AC+3) 1/day, lay on hands (1d6) 4/day
Spell-like Abilities
At will - detect evil
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +5; CMD 16
Feats Missile Shield, Shield Focus
Traits Child of the Desert, Birthmark, Devotee of the Old Gods (Ra)
Skills Diplomacy +9, Knowledge (history) +6, Knowledge (religion) +6, Sense Motive +5; Armor Penalty -4
Languages Common, Ignan, Osiriani
SQ divine grace
Combat Gear alchemist's fire [3] [2]; Other Gear antitoxin, backpack, bedroll, belt pouch, mwk breastplate, chakram [2], dagger, flint and steel, mwk heavy steel shield, hot weather outfit, rope [50ft.], mwk scimitar, sun cream [3], torch [5], trail rations [5], waterskin, wooden holy symbol, 41gp, 3sp, 5cp

Carrying Capacity
Total Carried Weight: 88 lbs. (55,5[combat]/32,5[other gear])
Light Load: 76 lbs. or less
Medium Load: 77 - 153 lbs.
Heavy Load: 154 - 230 lbs.
Lift Over Head: up to 230 lbs.
Lift: up to 460 lbs.
Push or Drag: up tp 1150 lbs.

Paladin Features
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Bastion of Good: At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Racial Traits
Bonus Feat: Missile Shield
Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.

Background:
Zahuri was born on the temple of the Dawnflower in Sothis, since both his parents were clerics of Serenrae, and as soon as he could talk and listen he started his studies to become a cleric like his parents. Zahuri could be just like any child in the temple and have an ordinary childhood, but Zahuri was special: he was born with a birthmark in his back in the shape of the bright sun.

As Zahuri grew up, his parents noticed that he lacked the concentration for being a priest, but he was tall, strong and athletic. The decision to train him as a paladin was logical. For many years he trained with the shield and the scimitar until they became part of his body, but there was one problem: he seemed incapable of receive the gift of the Dawnflower and without her blessing, he would never become a paladin.

As the years passed and Zahuri failed year after year to receive Serenrae’s blessing, he decided to leave his home. He was a shame to his parents. How could he, which was blessed with the sun, be unable to fulfill his destiny? He fled to the desert, in a blind intention to get his goddess attention or die trying.

He walked for days in the scalding sun until he could not walk anymore, so he crawled until he passed out. When he woke up he was almost dead and all he could see was a falcon circling around him in the sky. When he sat down, the falcon flew away in one direction, then came back and flew again. Zahuri fallowed it and was found by a caravan of merchants, passing after soon after. When he woke up, he heard of the caravan elder how the falcon led them towards him and how this was clearly an act of Ra.

Suddenly all was clear to him: the sun was not a symbol of Serenrae, it was the sun of Ra. By understanding this, Zahuri could feel instantly the glorious sensation of being embraced by the divine light. He was a holy warrior at last. And now his real journey would begin.

I left the end of his background a bit open to be easier to merge him. If you have any suggestion, please let me know!

Also, built him based on AP players guide, so he got lots of resistance against hot weather... if it is not as necessary, could change to another direction. Oh and I am brazilian, so English is not my first language... (do not know if it is a problem for you!)


I offered this char for a mummys mask game that died unfortunatly. I may have to alter a few things.


Promotion: Why Bjoern?
He is a Ranger going the Sword and Board road, can dish decent damage while still offering a decent AC.
Also a decent spotter and trap-disabler.
Maybe a bit boisterous, load, but loyal and trustworthy.


I submit my humble yet truly fantastic self for your consideration to the party. I am sure we will work perfectly together. Like Oil and flame. Into a conflagration that will consume our enemies and keep our loved ones warm and safe on cold nights. Ha I should have been a poet not a fighter.


@GM Listener: What are your thoughts on Ammo Drop working for a Halfling Sling-Staff? I had a thoughts on a Halfling Magus (Eldritch Archer) using a Sling-Staff, but I found out Warslinger trait only applies to an actual Sling, not any sling.


I'd suggest that a Halfling Magus (Eldritch Archer) wouldn't quite fit the mold of what we're looking for here.

Liberty's Edge

Dotting to remember. Thinking maybe an Aasimar (Angel-Blooded) Paladin with the Undead Scourge archetype. Working on different character backgrounds in my head but thinking Sarenrae.

I plan on reading through the gameplay thread some tomorrow by my main question is how well a Paladin would fit within the group (you know, socially, I see a lot of Neutrals)?


How would you feel about a synthesist summoner(non-unchained)? Would certainly fit the role of a durable frontliner. I also got an idea for a cavalier. For that character I was wondering if you would allow order for the dragon's bonus to stack with the trait helpful halfling? That character would basically be all about protecting his allies.


Paladins have come up a couple of times. They're really popular for Mummy's Mask games and I really wish the AP said something more about them. The game doesn't actually involve a lot of undead and destroying them isn't the motivation to do a whole lot through most of the game.

The group is a mercantile organization and coming up with a reason to bring along a Paladin, and the problems that can come with that, are difficult. No one in the party is evil, and there aren't a lot of chaotic tendencies. With that said, the nature of the group is rather neutral. They're merchants. They want to be able to keep their options open. Paladins, by their very nature, limit those options.

The primary motivation for the group at the moment is gold and fame. And that's as intended. Early in the adventure the characters aren't out to save the world, or do anything to help others. Paladins, again by their very nature, alter this tone.

Now, this isn't to say that a Paladin *can't* work. It just means that with this particular group, in this AP, it would be *very* difficult.

---

Ad for Synthesist Summoners, I'm not exactly a fan of them, but I'm always willing to see more characters. As for Helpful Halfling and Aid Allies, my initial inclination is that they don't stack. The language in Aid Allies is exceptionally poor, but that's the way I'm leaning.


Hum... Will try to change Zahuri towards another class if it is not really possible to run a paladin.


I'd be interested in this game

Would you be ok with a Scaleheart Skinwalker? The idea is that he considers himself a child of Sobek. Class wise I'm looking at a Slayer using the Vanguard archetype.

He'd be a mercenary kicked out of his company for disobeying his superiors and now looking for a job.


As noted, Core races are encouraged but any are allowed. So Scaleheart Skinwalkers would be perfectly fine.


Still here crossing my stony fingers :)


Hmmm...I do have a human magus character I've been thinking of.. He was originally going to be a Conjurer but since y'all have a wizard already a magus might work out better than a Conjurer both for the fighting ability and the magic. However I'm also willing to do a bard with the arcane duelist as well.

Would an arcane duelist bard fit your group better? He'll be seeking more knowledge about his family connection to the Lost Pharaoh as well attempting to use the group to further his research, pretty much riding on their coat tails.


Hey Game master Listener, I've been reading along since Tuesday; looking at your present characters, reading the game, discussion and recruitment threads. Just wanted to familiarize myself with the lay of the land, so to speak. This is a dot, I am finalizing a couple of ideas, just wanted to post to encourage you not to close recruitment TO early ;)


This is RH's character Onnello, he is a half elf Unbreakable (fighter} Gun Tank (gunslinger) from the city of Martel in the Grand Duchy of Alkenstar. There are a few items I need to finish: his gear, his appearance and his personality, but there is enough meat on the bones that you can get a good idea,

Why an Unbreakable Gun Tank:

I really like the movie 'the mummy' especially the character Rick O'Connell. I wanted a tough character that would include a gun. I went with the blunderbuss because of it's shotgun-like delivery.

If you ask Onnello why he is in the necropolis he would tell you it was for money. the real reason is adventure. He is an adrenalin junky plain and simple, very relaxed personality, easy to get along with and generally a team player.

Background:

Onnello Ustradi Was born in the city of Martel is in the Grand Duchy of Alkenstar. His Human mother a beautiful Garundi woman named Eshe of the Ustradi clan his Elven father a mercenary ‘Eldritch Knight’ who came to Alkenstar to improve his knowledge of Alchemy and to sell his sword to the highest bidder. That soon proved to be the Grand Duchess of Alkenstar herself Trietta Ricia.

Onnello’s father being an expertise in the fields of engineering, alchemy, and metallurgy, was often sent on lucrative contract jobs across the Inner Sea region and beyond, leaving Eshe and Onnello alone in Martel, it was Eshe’s home and she had family all around. Onnello however being the only half elf in the neighborhood ran from a lot of fights, until he got bigger and his father, when on leave started to teach him to fight. Onnello dreamed of being in the military like his father, he dreamed of the day he would have his own fire arm and roam the wastelands fighting evil.

When Onnello came of age, with his families blessing, he joined the Grand Duchy’s military. After training, Onnello realized that the military was more about spit and polish than it was about fighting evil. He soon started to refer to the strict adherence of military life as ‘the dog and pony show.’

Near the end of Five years, the standard time for reenlistment, Onnello’s regiment was sent to track down some slavers that had fled north. His unit followed them through the tip of Nex and into Katapesh. Onnello’s term of enlistment had come to an end. Hearing about the Lottery in the city of Wati to determine which tombs gathered adventurers would have the good fortune to explore. Onnello left the Alkenstar military, talking a few of his friends, who enlisted around the same time he did, to go with him. The journey did not go as expected.

In what should have been a short journey from Katapesh everything went wrong: sandstorms, Lost guides, bandits even a crazy sphinx. Needless to say the few men that were left of the unit mad it to Wati too late to be part of the lottery. Frustrated and upset the group broke apart, most of them returning home to the Duchy. Onnello stayed, taking what work he could looking for a team that would have him.


Well, here is Zahuri as a Fighter, not a Paladin... Background should be online later today!


Tunar Vodrat, Invulnerable Rager Barbarian, for hire.

Need things smashed? He can do it!

Got some pesky people who are trying to kill you? He's happy to help!

Need a bodyguard for a mission of exploration? More than happy!

Payment requests:
Gold
or
A portion of the take.
and/or
Drink

Requirements:
Not willing to help employers who abuse employees and/or servants.
Be accepting of drinking while on the job.

Crunch+Fluff is on the profile. This is my altered submission from the original Paladin I proposed before.

Edit:Character sheet copied from Mythweavers over to the alias.


I'd like to keep all full character sheets on this site, thanks!


Zahuri is fully updated!

Stats:
ZAHURI DERAGBAR
HUMAN FIGHTER (SHIELDED FIGHTER) 2
Medium humanoid (human) N
Init +2; Senses Perception +1
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 21, touch 12, flat-footed 19 (+6 Armor, +2 Dex, +3 Shield)
hp 20
Fort +5, Ref +2, Will +1; +8 vs. hot weather; +2 vs. death effects, and poison and distraction of swarms
Defensive Abilities bravery +1, heart of the sun
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 20 ft.
Melee mwk battleaxe +6 (1d8+4/x3)
Melee scimitar +5 (1d6+4/18-20)
Melee dagger +5 (1d4+4/19-20)
Ranged chakram +3 (1d8+4)
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 18, Dex 15, Con 14, Int 13, Wis 10, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Combat Expertise, Missile Shield, Saving Shield, Shield Focus
Traits Child of the Desert, Omen, Resurrected
Skills Climb +8, Intimidate +4, Knowledge (dungeoneering) +5, Survival +5; Armor Penalty -4
Languages Common, Ignan, Osiriani
Combat Gear alchemist's fire [3], acid [2]; Other Gear antitoxin, mwk battleaxe, backpack, bedroll, belt pouch, mwk breastplate, chakram [2], dagger, flint and steel, mwk heavy steel shield, hot weather outfit, rope [50ft.], scimitar, sun cream [3], torch [5], trail rations [5], waterskin, wooden holy symbol, 31gp, 3sp, 5cp

Carrying Capacity
Total Carried Weight: 88 lbs. (55,5[combat]/32,5[other gear])
Light Load: 76 lbs. or less
Medium Load: 77 - 153 lbs.
Heavy Load: 154 - 230 lbs.
Lift Over Head: up to 230 lbs.
Lift: up to 460 lbs.
Push or Drag: up tp 1150 lbs.

Fighter Features
Bonus Feat: 1st - Combat Expertise; 2nd - Saving Shield.
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Racial Traits
Bonus Feat: Missile Shield
Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin.

Changed his trait 'Birthmark' for 'Omen' and added Intimidate.

Background:
Aisha Deragbar was a brave warrior that died in the service of the Ruby Prince of Osirion. In her will she left instructions that if she be slain, she would willingly come back to defend the Ruby Prince. This way she became a Risen Guard. This is the same history of many Risen Guards, but Aisha’s case was peculiar, since she was pregnant when she died and when she was brought back, so did her child.

Zahuri Deragbar died and returned to life even before he was born. He had not chosen it, like his mother, it was not his destiny to return. Zahuri was raised in the royal palace since his mother was a Risen Guard but was kept separated from the other kids. Zahuri scared them and even the adults that took care of him started to dream with their own deaths. Zahuri was cursed by death.

Zahuri was brought to clerics of Pharasma but even their prayers and blessings could not free him. As he became older, more his powers went out of control and people around him started to get sick. He became a danger to himself and one night, a servant of the prince whose wife was suffering from a painful disease, kidnaped him and payed a thug to take the kid to the desert and abandon him there.

Three days after he was left in the desert, Zahuri was found by a group of nomads that still venerated the old Osirian gods. Recognizing that death lurked the boy’s soul, he was taken to Omar Halli, a priest of Anubis that managed to seal the dangerous spirits inside the boy’s body with the help of ancient Osirian glyphs.

Zahuri was ten years old and free for the first time. He decided to stay with the Omar, and was taught how to fight and how to keep the cursed spirits inside him. When he was fifteen Omar died and Zahuri decide to travel the world. He went to Katapesh, Jalmeray, Qadira and finally Taldor where he joined a company of mercenaries. Zahuri, the ‘Anubis’, gained fame and when the news of the opening of Wati’s necropolis to exploration, he knew that it was time to come back to his home.

Changed his background completely, hope you enjoy it!

Description:
Zahuri is a tall garundi with a strong and athletic build. His breast plate and shield of Taldan origins contrasts with his Osirian vestments. At his hips sits a scimitar, a legacy of his people, but at his hands he holds a might battleaxe. Anyone who sees him without his armor cannot avoid to notice all the ancient glyphs burnt in his flesh.

Personality:
Zahuri is stern and fearsome man. Not much of a talker, he prefers to listen carefully. Zahuri’s personality was molded by his life experiences: from the osirians in his childhood he learned the power of fear; from Omar he learned about compassion and respect and from the mercenaries of Taldor he learnt how to protect and cherish about his companions.


I decided to change Onnello and make him a little beefier (more strength driven than dexterity) this way he doesn't need a specific melee weapon, he can use whatever is acquired.

His firearm is a blunderbuss, so at 15 ft he will fire and then wade into melee. He presently has two-handed weapons, if he needed to go to sword-and-board, for higher AC, he can.

Also used 'adaptable' to strengthen his "survival" skills.


I updated my profile with a little more of Shuntar's story :) I'd love to merge it with the party's story, though, if I ended up being selected.

Shuntar Kah is an unbreakable fighter, and my plan is for him to go for the "Living Monolith" prestige class by level 6.


Guys how about a desert themed ranger?

Zarzan
Human ranger 2
CG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 22 (2d10+6)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron kindjal (gladius) +7 (1d6+4/19-20) or
telwar sword (curve bladed longsword) +6 (1d8+4/19-20) or
yatagan (two handed sword) +6 (2d6+6/19-20)
Ranged composite longbow +4 (1d8+4/×3)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 11, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 18
Feats Power Attack, Quick Draw, Two-weapon Fighting
Traits armor expert, suspicious, trap finder
Skills Climb +8, Disable Device +7, Handle Animal +4, Heal +5, Intimidate +4, Knowledge (nature) +4, Perception +6, Ride +6, Sense Motive +6, Spellcraft +4, Stealth +6, Survival +5, Swim +8
Languages Common
SQ track +1, wild empathy +2
Combat Gear potion of cure light wounds, caltrops; Other Gear mwk lamellar (leather) armor[UC], composite longbow (+4 Str), mwk cold iron kindjal (gladius)[UC], telwar sword (curve bladed longsword), yatagan (two handed sword), backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 40 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to survival checks made to track.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Picture of the Desert ranger concept

I think his name will be Zarzan.

He is based on the desert warriors from the first Mummy movie in the late 1990's.

About me as a player.

I post often.

I have NEVER abandoned a PbP game.

I love character interaction and value RP over min/maxing.

I would love to play in a desert themed campaign and I have real life experience with the outdoors and the Middle East that I think I can use to help this character come alive.


I am getting started on reading the gameplay thread now if that's okay?


Updated Tunar's profile some, better background, appearance, and personality (less bullet points and more detail).

I also switched his character sheet over to the profile (in case you missed the Edit to my last post, sorry about that).

Cheers!

p.s. Good luck to everyone else applying. Lot's of neat characters.


"It is now well into Monday, good luck everyone!" he says with his fingers crossed


I'll actually bow out, can't seem to get my head around the character


Jumping in here at the last minute and submitting Noirin for your approval.

Noirin Runesong
Female human (Shoanti) fighter 1/oracle (spirit guide) 1
CG Medium humanoid (human)
Init +1; Senses Perception +1
--------------------

Defense:

--------------------
Init +1; Senses Perception +1
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 23 (2 HD; 1d8+1d10+8)
Fort +4, Ref +1, Will +2; +2 trait bonus against death effects.

--------------------
Offense:

--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +5 (1d10+3/19-20)
Ranged composite longbow +2 (1d8/×3)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, ghost sound (DC 13), light, mage hand, stabilize
. . Mystery Battle

--------------------
Statistics:

--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Exotic Weapon Proficiency (bastard sword), Power Attack, Toughness
Traits armor expert, bred for war (shoanti), resurrected
Skills Acrobatics -3 (-7 to jump), Climb +2, Diplomacy +7, Intimidate +4, Knowledge (arcana) +4, Knowledge (local) +4, Knowledge (religion) +4, Perception +1, Survival +4
Languages Common, Shoanti
SQ oracle's curse (haunted), revelation (war sight)
Combat Gear alchemist's fire (4), antiplague[APG], antitoxin; Other Gear breastplate, heavy steel shield, arrows (20), composite longbow, mwk bastard sword, backpack, bedroll, belt pouch, candle (10), flint and steel, grappling arrow[UE], mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 145 gp
[/spolier]
--------------------
[spoiler=Special Abilities]
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resurrected You do not die until your hit points drop to negative 18 or lower.
War Sight (Su) Take your choice of 2 initiative rolls.

Background:

Noirin Runesong began a long journey to Wati after hearing about the opening of the catacombs. She was just starting out as a fighter and her curiosity about the catacombs, combined with a healthy desire to earn money in her trade, guided her. It wasn't long before she found a party in need of a good sward arm and she signed on.

For a first foray into the catacombs, the expedition was a disaster. The party found themselves surrounded by ill-tempered denizens of the catacombs and were slaughter. Noirin herself died that day,

Or so she thought.

She remembered feeling the life draining from her body and yet the next thing that she knew, she awoke in the room with the bodies of her dead companions around her. How she survived, Noirin did not know. She stumbled out of the catacombs in a daze and swore that she was hearing whispers, as if folk were talking to her but there was no one around.

Certain that she was going mad, Noirin spent the next week in a tavern drinking herself into a stupor in an effort to silence the voices. She had changed in a way that was unknown to her. The only place where she could find the answer was in the catacombs, and that meant pulling herself together and finding another party to venture with.


After a little bit of back and forth with a few players, we've decided on picking up Tunar Vodrat. It was a tough call which is why I had to do a little more discussion than I normally do.

Thank you all very much for your interest!


Your welcome. I made it through your gameplay threads. Mind if I dot it to read along?


1 person marked this as a favorite.

Hello!

I'm opening up recruitment again to replace one of our characters. Unfortunately, the player of Tunar (the group's barbarian) will be leaving us due to a lack of time to devote to the game.

We're about to start Book 2 and here are the character application requirements:

Posting requirements

- Post once per day.
- Play nicely with others.
- If you have a question about the rules, speak up.
- I will be rolling perception and initiative for the group.
- I'm in the EST time zone, but I'm happy to accept players from anywhere. If posting is a little slow sometimes because of odd hours, we'll deal. (In my experience it's never that bad.) We have some slow posters, but the other players have a good pace. As long as you tell me ahead of time I have no problem with real life interfering with a game!

Character Creation Guidelines

Download and read the Player's Guide!

No third party products of any kind will be considered.

Attributes: 25 point buy

Races: Core encouraged, though any race allowed.

Classes: Core, Base, and Hybrid classes allowed. We are looking to replace a front line melee combatant, so keep that in mind. I don't need hyper-optimized characters but I also won't be taking characters that don't function within the group very well. Mechanically speaking, if the rest of the group is carrying you through, then no one will be having any fun.

Alignments: Any.

Traits: One campaign and two others. No drawbacks.

Starting Level: Four

Starting gold: 6,000gp No one item may be more than 3,000gp.

Starting HP: Max at first level. Subsequent levels will be half hit die +1.

Background: The game will start shortly after the last area in the necropolis is investigated. Your character may be a member of another adventuring party (who lost a bunch of members or otherwise disbanded), or someone local that didn't take part. But you'll need some reason for hooking up with the group specifically. There will be an auction happening at the start of the next book to sell antiquities, and that may lead to an interesting hook. The background doesn't need to be extensive beyond this hook. I'd like some idea of what the character is like and their personality, but don't think that you need to write a book. The key part is that you have some reason to join this group specifically. You can either read through the gameplay thread for an idea, or throw out something that might work. From experience, the players in this game are very flexible.

I'll be keeping recruitment open until September 27th (next Tuesday). We're not finished with the first book yet, so there's no rush.


Dot for sure.


Dotting - is Unchained Monk okay? You didn't mention unchained, but wanted to double check.


Originally built as a cleric for Mummy's Mask, but I will rebuild as either a war priest or paladin and bump to level 4.


Are the PCs selling or buying at this auction?


Dot - Will try to post character tonight


Unchained Monk is fine if you can make it fit what we're looking for.

The players will be selling at the auction (most likely). Though there will also be things to buy, possibly.


Submitting Roet here for appreciation.

Grand Lodge

combat stamina for fighters?


Raltus wrote:
combat stamina for fighters?

Nope.

Grand Lodge

Sera:

Sera Glant
Female human (Garundi) fighter (siegebreaker) 4 ( Pathfinder Player Companion: Heroes of the Street 11)
CN Medium humanoid (human)
Init +1; Senses Perception +3
—————
Defense
—————
AC 21, touch 10, flat-footed 21 (+10 armor, +1 natural)
hp 41 (4d10+16)
Fort +7, Ref +1, Will +2
Defensive Abilities armored vigor (2 temporary Hp)
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee mwk armor spikes +9 (1d6+4)
Special Attacks breaker momentum, breaker rush
—————
Statistics
—————
Str 18, Dex 10, Con 16, Int 14, Wis 13, Cha 10
Base Atk +4; CMB +8; CMD 18 (21 vs. trip)
Feats Blind-fight, Power Attack, Spiked Destroyer, Step Up
Traits armor expert, foreign opportunist, veteran of battle
Skills Acrobatics -3 (-7 to jump), Appraise +9, Climb +7, Intimidate +7, Knowledge (dungeoneering) +9,
Knowledge (engineering) +6, Perception +3, Profession (architect) +5, Survival +7
Languages Common, Dwarven, Osiriani
SQ armor training 1
Other Gear +1 armor spikes full plate , amulet of natural armor +1 , 1,000 gp
—————
Special Abilities
—————
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armored Vigor (2 temporary Hp, 6/day) (Ex) As a swift action while armored, gain temporary hp for 1
min.
Blind-Fight Re-roll misses because of concealment, other benefits.
Breaker Momentum (Ex) As a free action after successful bull rush, attempt overrun.
Breaker Rush (4 damage) (Ex) When bull rush or overrun foes, deal damage to foes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spiked Destroyer You can attack with your armor spikes while using bull rush or overrun.
Prerequisite: Proficient with armor spikes.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an
attack
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.

Background:

Sera was one of the last members of her clan, her father and brother had been killed, her Husband had left he family when he didn't think they could survive and headed north to Cheliax. She traveled to Osirion because she knew that she could make money there, lots of money breaking tombs. She left her mother and her daughter back at their home in Rahadoum, hoping to buy them passage to Osirion.

Sera knows what she is doing when it comes to crushing people beneath her boot or iron clad fist. She takes contracts with adventuring groups, she knows the area and she knows how to get out alive. She has a knack for selling items as well, you don't live in the desert long if you don't make a few friends. Sera is currently looking for contact, she is only a could thousand gold away from buying passage for her mother and daughter.


I'm thinking a Paladin or Bloodrager might be on order. What does the current party makeup look like?


So far the group consists of:
Almathea, NG Female Elven Wizard (Diviner)
Erei Jentis, CN Male Peri-blooded Aasimar Bard
Leto V. Derexhi MM, LG Male Human (Garundi) Monk (unchained, zen archer)
Nevai Alaro, N Male Human (Garundi) Cleric of Horus
Setesh Bantling, N Male Half-elf Alchemist (Beastmorph/Vivisectionist)


As one of the aforementioned players, I'm up for any possible backstory tie-ins to help explain any new characters joining the group.

Scarab Sages

I have a bloodrager who would fit your needs very well.

Laufey:
Laufey Right now she's applied to an ROTRL campaign but I should know whether she makes the cut over the weekend. There are a lot of applicants so odds are good she won't. It would be easy enough to level her from 1st to 3rd, adjust her point buy up, and submit her late in the weekend or early next week. I'd like to keep her current backstory but alter her post-Linnorm Kings life to tie in something like this:

She made a marginal living as a caravan guard for a while basing herslef out of Riddleport in Varisia. She met some other Ulfen expats there, and one of them Gunder, convinced her along with some others to travel to Osirion for the lottery. The idea was to find some easy loot and get rich quickly. They had no real idea what they were getting into, and the group was all muscle, no magic. They were swiftly annihilated by traps, guardian constructs, and undead. Laufey was among the last few wiped out in their final fight. Or so she thought at the time. She regained consciousness among her dead companions some hours later. Making her way carefully out of the tomb they had been assigned, she escaped back out of the necropolis.

Not the type to give up and go home broke and empty handed, she now looking for magically inclined party to join. Whether she was literally dead or not is up in the air, but she'd take the Resurrected campaign trait.


This is Ouachitonian's submission, an Ulfen Draconic Bloodrager named Thorfinn Wyrmborn. His crunch should be done (but feel free to peruse and offer suggestions), but I still need to refine the fluff a bit (notably, I almost forgot traits, need to work the campaign trait into his background).


I present Kazgrin Hazack for your consideration. He is a dwarven mutation warrior (archetype of fighter).

If anything seems amiss, I'll happily fix it.

Stat Block:

===Kazgrin Hazack===
LN Mutation Warrior (Fighter) 4
Male Dwarf HP: 44/44
Init: +2 Senses: Darkvision (60’); Perception +8, Sense Motive +1
Speed: 20'

===Defenses===
AC: 22 Touch: 12 FF: 21 (+9 Armor +1 Dex +1 Shield+1 Deflection); +4 dodge vs Giants
Fort: +8 Ref: +4 Will: +3; +2 vs death effects/poisons/spells/spell-like

===Offense===
1- Handed Melee:
MWK Dwarven Waraxe +9 (1d10+5/x3)
Cold-Iron Dagger +7 (1d4+3/19-20 x2)
Warhammer +7 (1d8+3/x3)
→ PA = -2 Hit +4 Damage ←
2-handed Melee
MWK Dwarven Waraxe +8 (1d10+6/x3)
Warhammer +6 (1d8+4/x3)
→ PA = -2 Hit +6 Damage ←
Ranged:
MWK Composite Longbow +7 (1d8/x3)
SQ: Mutagen → lasts 40min; +1 on attack rolls vs orc/goblinoid subtype
===Statistics===
Str: 16 Dex: 14 Con: 16 Int: 16 Wis: 12 Cha: 6
BAB: +4 CMB: +7; +9 Bullrush; +11 Overrun CMD: 19; 21 vs overrun
Feats: 1) Breadth of Experience; 3) Weapon Focus (Dwarven Waraxe)
Bonus Feats: 1) Power Attack; 2) Improved Overrun; 4) Weapon Spec (Dwarven Waraxe)
Trained Skills: Acrobatics (3), Climb (2), Craft, Handle Animal, Intimidate, K (Local) (2), K (Nature) (2), Perception (4), Ride, Stealth (+0), Survival (+9)
Traits: Resurrected (+4 con to die, +2 vs death effects), Armor Expert, Civilized (+1 K (Nobility & Local); Local CS)
Alternate Racial: Relentless (+2 CMB bull rush or overrun if both standing on ground)
Language(s): Common, Dwarven, Giant, Goblin, Orc
Combat Gear: MWK Dwarven Waraxe, Cold-Iron Dagger, Warhammer, MWK Full Plate, MWK Buckler, MWK Composite Longbow, 40 Arrows, Ring of Protection +1, Cloak of Resistance +1, Potion CLW (2), Antitoxin (2)
Other Gear: Fighter’s Kit, Hot Weather Outfit, 2nd Waterskin, Crowbar, Area Map, Portable Alchemist Lab; MWK Backpack:: 54g

Backstory:

Kazgrin grew up in standard dwarven fashion. His earliest memories involving long, grueling exercises to improve his skill in battle and drab lectures of honor and duty. In between classes he, and his siblings, were expected to help with the mining activities of the clan. The work wasn’t bad; he just didn’t seem stimulated by the tasks.

Knowing each aspect of his routine was necessary, he did what he could. The combat drills for example. Yes, they were tiresome and being cave dwelling as they were, the clan was decently fortified. However, there were still gnolls and goblin attacks to deal with. Not to mention the giants they encountered on their trade routes. Kaz just didn’t feel he was living up to his whole potential. Time progressed as it always does; an unstoppable march towards death. There had to be more to life than this!

As the young dwarf grew older, he started volunteering to join the trade caravans. One excursion was all it took and they’d lost him. He didn’t blame his family for holding him back. They were simply living the best way they knew how. Kazgrin just needed something...something more. With teary-eyed goodbyes, he set off to find his own way. Hoping to return when the time was right and share his knowledge with the clan. Perhaps he could find some way of repaying them for teaching the skills to survive.

He tried his hand at a multitude of menial jobs before he landed a career in research for some group called the Pathfinders Society. It wasn’t an overly demanding position, but it was certainly fulfilling. This society as it were was always looking into some strange phenomenon or another, giving him plenty of opportunity to travel the vast planes of Golaria.

There were times when his employers would seek other sorts to handle their aquisitions. That was their right of course, but the downtime they assigned him continued to increase. Almost to the point of professional stagnation. There were of course the mission reports to read and the artifacts to catalogue, but it wasn’t the same. Kazak missed the action from when he was fresh blood. Why must they send such inexperienced creatures? Surely his 110 years counted for something!

Alas, he was summoned to the venture captain. He was to take a group of these...children...to explore the infamou tombs of Osirion! Barely able to hold in his excitement, despite the youngbloods accompanying him, he set out at once.

After running into a few scrapes before they’d even reached Osiria, he was forced to admit he may be a little out of practice. No big deal. They were getting a feel for each other and falling into a grove. It would of course come back to him. Just a few more hours and we’ll be entering that tomb!

Sadly, that was his last thought. The next time he opened his eyes, an ashen faced Garunda woman stood before him. She said nothing to him. Holding an hourglass, still about half full, she shook her head and pointed behind him. Turning, he saw only a long path, strewn in bones.

Not entirely sure what he was supposed to do, he turned back to her ”What is this place? Are you...are you the Lady of Graves?” Asked the dwarf.

An eerie voice rang out ”GO BACK! TIS NOT YOUR TIME MORTAL!”.

The sound made his skin crawl. Frozen in place, he tried to obey but could not move. The woman moved towards him and with a touch of her hand he was out cold.

The stout researcher woke a few moments later with that strange sound echoing in his head ”Lest your task complete, you will not rest! Seek out the company of Almathea!”


Almathea, I wasn't able to see your background on your profile but I love character ties. Perhaps you could PM me your backstory? I'm cooking something up currently

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