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


351 to 386 of 386 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Not at all. I'll be choosing tomorrow so if you can get a submission by then you're more than welcome to put one in!


Then this will be my application.
Felix is a Bard, but an archelogist one. So don´t expect any bardic performances from him.
A strong Half-orc working in Wati for the pathfinder society as local talent and locksmith. When the Undead horde arrived, he grabbed his gear and moved out to stand in their way.


Hoping I'm in before the deadline!

Here's Sefu, a fighter with history of being the pointman of an armed mercenary company, searching for traps and keeping alert.

Formerly of Wati as a street urchin, he's returned to hopefully seek both his fortune and new companions.


Here is my application. Cahal is a mean name-taking brawler in search of a better life for herself and her daughter. Of course, recent events might have switched her priorities towards simple survival.

The build focuses on support and versatility. I plan on using martial flexibility mainly to get access to useful combat maneuvers.


I would like to submit this character for consideration. I'm wrapping up the backstory now, but all the crunch is in place.

As a brief synopsis:

Brief backstory:
Qadir is the child of a Garundi historian/explorer and a Cheliaxian Pathfinder and a native to Osirion. His parents met in the pursuit of historical artifacts/knowledge and formed a theory to explain the sudden advancement of ancient Osirion's technology. In his childhood, Qadir traveled with his parent's as they sought evidence for their (wild?) theory that the goddess Brigh was behind the advances.

Qadir followed in his parent's footsteps: as a historian, fighter, and mage. His mother taught him magic just as his father taught him to fight. By his teens, he was involved in some of the exploration that his parent's performed. When it was announced that Wati's necropolis would be opened, his parents urged him to travel from their current excavation and discover the hidden treasures in their stead.

Qadir did so, though his group paid dearly for their efforts, and in doing so he has discovered a treasure beyond his wildest imagination. The blade, [To-Be-Named], spoke to him as he sought to escape with another of his peers. It spoke to him of the secrets that it could share and of the knowledge that could be his. This blade, a legacy of the Dawnflower's fight to overthrow the ancient Osiriani cults, has become his close ally. The blade, a weapon of the heroes of old, is weakened by the old cult's curses and its long imprisonment. It's captivity taught it much of the old way's of magic, and it hungers to turn these powers back on their old masters.

After successfully escaping to the surface, Qadir joined in the defense of the city, but he longs to delve again into the secrets of the past.

This is a rough outline of where I'd like the character's history to go. He's personally shy (a legacy of his childhood), but clever and with a fondness for stories from history.

I'm not sure how you want to handle the black blade, precisely. I like the outline above (which helps explain my archetypes), generally, but I imagine we'd discuss it a bit more if I'm accepted. Mechanically, I think I'm a good fit. I can handle traps and have a fair bit of utility beyond melee thanks to my magic. If the group felt it needed additional healing, I can do that too (via the healing hex). My hex right now (flight) can be changed out depending on what we think we need.


Thanks for bearing with me! And thank you for all of the interest!

I'd like to invite Marnarius to join us in the Discussion thread!


Congrats Marnarius, have fun!


1 person marked this as a favorite.

Hello!

Once again I am opening up recruitment to replace one of our characters. Unfortunately, the player of Assam, the party's paladin has disappeared for unknown reasons and the adventuring party is in need of another skilled...archaeologist.

We've gone a bit into 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. (Usually)
- 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" combatant. It'd be nice of the applicant were melee-focused with some way to survive such direct contact with the enemy.

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 city of Wati has been overrun with undead shortly after the last of the groups came back from the necropolis. The source of the undead hasn't yet been discovered, but the city is in chaos. Beside zombies and other assorted things that go bump in the night, looters and other creatures are taking advantage of the situation. The priests of the Grand Temple are doing what they can to patrol the streets and provide safe havens. The player characters have just returned with an idea of who might be behind the problem. However, investigation at the moment is quite difficult given the panic going on in the city. Thing will have to calm down before anything further can be done.

I'll be keeping recruitment open until May 8th (next Monday).

Currently 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
Marnarius, NG Male Half-elf Slayer


Hi Listener! Is VMC acceptable? Are Background Skills in Use?


Interested.

I have a couple of concepts for a front-liner, but for one of them (a Virtuous Bravo paladin) I wanted your thoughts on something: Does a Glaive wielded in conjunction with the Bladed Brush feat qualify for using Slashing Grace to get Dex to damage? Or would it also require something like the Choke Up polearm Weapon Trick in addition?


The Chess wrote:
Hi Listener! Is VMC acceptable? Are Background Skills in Use?

We aren't using VMC or Background Skills.

Arknight wrote:
I have a couple of concepts for a front-liner, but for one of them (a Virtuous Bravo paladin) I wanted your thoughts on something: Does a Glaive wielded in conjunction with the Bladed Brush feat qualify for using Slashing Grace to get Dex to damage? Or would it also require something like the Choke Up polearm Weapon Trick in addition?

Bladed Brush and Slashing Grace work fine together as far as I'm concerned. It's a cool look and pretty much what I expect the Feat was created for.


This sounds fun

Would you allow free Combat Stamina for Fighters?


Cuàn wrote:

This sounds fun

Would you allow free Combat Stamina for Fighters?

We won't be using Combat Stamina, no.


That leads me to another question: How would you say Fire Resistance interacts with environmental heat? I'm asking since the rules imply a lot but don't actually say anything about it.

I have a few interesting character ideas for this AP and am trying to figure out which ones would actually work.


Cuàn wrote:

That leads me to another question: How would you say Fire Resistance interacts with environmental heat? I'm asking since the rules imply a lot but don't actually say anything about it.

I have a few interesting character ideas for this AP and am trying to figure out which ones would actually work.

Resistance reduces damage. If the damage is typed fire, then it reduces it. Otherwise it doesn't.


Are there any of the Ancient Osirion gods that would allow access to the Bladed Brush feat? I know Shelyn is the only standard Pathfinder diety at the moment, but I would love to use one of them instead....


I'm typically not picky when it comes to religious (or faction) locked feats. If you can come up with some other group/faction that would know the technique then I'm fine with it. I a big fan of re-skinning things.


I have an idea for a nagaji naga aspirant. Cc orientated. Along with animal companion that does grappling. Will get a build up asap

Zeelex

Zeelex and Nagi:

Zeelex
Nagaji druid (naga aspirant) 4 (Pathfinder RPG Advanced Race Guide 196, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+7 armor, +1 deflection, +2 Dex, +1 natural, +3 shield)
hp 36 (4d8+13)
Fort +6, Ref +3, Will +6; +1 trait bonus vs. divine magic., +4 vs. naga's spell-like abilities, supernatural abilities, and poisons, +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood shortspear +7 (1d6+7) or
. . dagger +6 (1d4+6/19-20) or
. . mwk shortspear +7 (1d6+6) or
. . mwk shortspear +7 (1d6+6)
Special Attacks wild shape 1/day
Druid (Naga Aspirant) Spells Prepared (CL 4th; concentration +6)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 20
Feats Power Attack, Toughness
Traits devotee of the old gods, snake bleeder, student of history
Skills Acrobatics -2 (-6 to jump), Climb +4, Craft (alchemy) +6 (+8 when brewing poisons), Handle Animal +7 (+9 vs. reptiles), Knowledge (history) +5, Knowledge (nature) +6, Knowledge (religion) +5, Perception +11, Survival +11; Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Languages Common, Druidic, Nagaji
SQ aspirant's enlightenment, nature bond (constrictor snake named Nagi), nature sense, resistant, serpent's sense, trackless step, wild empathy, woodland stride
Combat Gear potion of cure light wounds (2); Other Gear +1 dragonhide breastplate, +1 ironwood heavy wooden shield, +1 darkwood shortspear, dagger, mwk shortspear, mwk shortspear, ring of protection +1, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, grappling hook, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), small tent, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 26 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aspirant's Enlightenment (Ex) +4 bonus on saving throws against poison, spell-like and supernatural abilities of nagas.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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

Nagi
Constrictor snake
N Large animal
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 32 (4d8+12)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d4+13 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+7)
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 17, Int 3, Wis 12, Cha 2
Base Atk +3; CMB +10 (+14 grapple); CMD 24 (can't be tripped)
Feats Power Attack, Weapon Focus (bite)
Skills Acrobatics +3 (-1 to jump), Climb +15, Perception +8, Swim +15
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.


Hello

I would like to submit this character for consideration.

About this submission:
I have played the first book of this AP with Nimaethep and would look forward to picking up where I left off.

Nimaethep's background is a little lengthy, the gm of that campaign had some pretty big expectations for backgrounds. The background can be adjusted to accommodate your particular setting as needed.

I have updated the character to take advantage of the new unchained rules and tweaked it a bit to better suite the needs of your group. I still need equipment and may touch up a racial ability, but otherwise the application should be complete.

If there is anything of concern just let me know and I will see about addressing it.

I have extensive experience playing Pathfinder and limited experience with the PbP format.

Thank you for your consideration.

Grand Lodge

Dot I have a paladin from a CC game that died that I will bump up to 4th.


Still tweaking her, but this is Nuru, dwarven warpriestess of Pharasma. She's a frontline defender wielding a scimitar and shield. With permission, I'd like to flavor her scimitar as a khopesh. The scimitar is a much better option for her, but as a pahmet dwarf having descended from warriors who guarded the burial grounds of the ancient pharoahs my mental image of her is wielding the khopesh.


Thanks for all the interest! Recruitment is still open until Monday so feel free to keep working on ideas and submitting them.


Resubmitting Amenhep, warpriest of Ra, son of the sun, and terrible singer!

Stats:

Amenhep
Human (Garundi) warpriest of Ra 4 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 natural)
hp 33 (4d8+12)
Fort +6, Ref +3, Will +6; +1 trait bonus vs. divine magic.
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longspear +9 (1d8+7/×3)
Ranged mwk sling +6 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks blessings 5/day (Fire: fire strike, Law: axiomatic strike), channel positive energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +6)
. . 2nd—communal protection from evil[UC], lesser restoration
. . 1st—divine favor (3), shield of faith
. . 0 (at will)—detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 13, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Combat Reflexes, Dodge, Endurance, Power Attack, Weapon Focus (longspear)
Traits devotee of the old gods, fate's favored, tactician
Skills Climb +7, Diplomacy +4, Knowledge (engineering) +8, Knowledge (history) +9, Knowledge (religion) +6, Perception +6, Spellcraft +5
Languages Ancient Osiriani, Common, Osiriani
Other Gear +1 chain shirt, +1 longspear, mwk sling, amulet of natural armor +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Ra)[UE], hot weather outfit[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, iron holy symbol of Ra, 121 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Background:

Amenhep was born in glorious Sothis, city of sandstone spires and ancient kings. Raised in the priesthood of Ra, he was trained as a warrior and a leader. He has a deep and abiding faith in Ra and believes it is his duty to defend the word of his god, by speech or spear. Though he can be slightly gruff in demeanor, he is very balanced in his outlook on life, and views chaos as an obstacle to just rulership. He is also very devoted to those he travels with, seeing both a sacred duty to protect them and a duty as a friend to make sure they are safe. Travelling companions may be unfortunately awakened by his tuneless chanting at sunrise during his devotions to Ra, for while Amenhep may have a golden heart, he has a tin ear.

Amenhep is most often dressed in a white kilt and chain shirt, as is typical garb for Osirian warriors. His spear is beautifully carved from ebony with a spearhead worked in the likeness of a falcon's head. His caramel skin is complimented by eyes the color of rich earth. His dark hair is worn in fine, straight braids ornamented with brass ringlets embossed with Osiriani hieroglyphs that tap together as he walks. He carries a woven sling at his hip and a dark metal holy symbol on a simple chain at his waist. A scarab amulet hangs around his neck, imbuing him with the power of their chitinous plating.

Returning from a pilgrimage to Xefon-Ra, he came to Wati having heard of the auction hoping to find a holy symbol more fitting for Ra than his current one. He has long carried a solar disk wrought of base iron, and has dreamed of one made out of the shining gold worthy of Ra. He arrived a few days before the auction and heard tales of a group of adventurers who had braved the Necropolis of Wati and defeated many of the living dead. While he was unable to find said party, he lingered in Wati a while, learning of the faiths of the gods of the dead. Shortly before he was going to leave, the undead scourge broke out, and it was his duty to Ra to defeat them. He searches for the adventureres once more, eager to use his abilities to righteous glory of Ra.


Nuru Anhkguard IV wrote:
Still tweaking her, but this is Nuru, dwarven warpriestess of Pharasma. She's a frontline defender wielding a scimitar and shield. With permission, I'd like to flavor her scimitar as a khopesh. The scimitar is a much better option for her, but as a pahmet dwarf having descended from warriors who guarded the burial grounds of the ancient pharoahs my mental image of her is wielding the khopesh.

I'm perfectly fine with re-skinning things. A scimitar with a slightly different blade can be a khopesh, sure.

Well, this week has gone by rather quickly! Two more days!


Bought equipment and fixed up a couple of errors. Everything should be in place now.

Grand Lodge

Herm:

Herm Dunlaven
Male human (Garundi) paladin (oath against undeath, divine defender) 4 ( Pathfinder RPG Advanced
Player's Guide 116, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +5; Senses Perception +5
Aura courage (10 ft.), shared defense (1 ft.)
—————
Defense
—————
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 39 (4d10+11)
Fort +9, Ref +5, Will +8; +0 morale bonus against saves to overcome negative levels
Immune disease, fear
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee +1 earth breaker +9 (2d6+7/×3) or
dagger +8 (1d4+4/19-20) or
handaxe +8 (1d6+4/×3)
Special Attacks channel positive energy 2/day (DC 14, 2d6), smite evil 2/day (+2 attack and AC, +4
damage)
Paladin Spell-Like Abilities (CL 4th; concentration +6)
At will—detect evil
Paladin (Oath against Undeath, Divine Defender) Spells Prepared (CL 1st; concentration +3)
1st—veil of positive energy APG
—————
Statistics
—————
Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 15
Base Atk +4; CMB +8; CMD 19
Feats Improved Initiative, Power Attack, Sin Seer UM
Traits searing beacon, undead crusader
Skills Acrobatics -2 (-6 to jump), Craft (painting) +5, Diplomacy +8, Heal +7, Knowledge (nobility) +5, Knowledge (religion) +9, Perception +5, Spellcraft +5

Languages Common, Osiriani

SQ detect undead, ghost touch aura, lay on hands 4/day (2d6)

Combat Gear potion of barkskin +2 , potion of bull's strength , potion of cure light wounds (3), alchemist's
fire (2), holy water (2); Other Gear mwk breastplate, +1 earth breaker UE, dagger, handaxe, cloak of
resistance +1 ,

bedroll, belt pouch, flint and steel, holy text (Iomedae) UE, masterwork backpack APG, mess kit, pot, silk rope (50 ft.), soap, sunrod (5), trail rations (5), waterskin, wooden holy symbol of Iomedae,
1,344 gp, 1 sp
—————
Special Abilities
—————
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect
undead instead of detect evil. This ability replaces detect evil.
Ghost Touch Aura (Su) At 3rd level, the paladin's armor is treated as if it had the ghost touch armor
property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability
also applies to the paladin's shield. This abilit
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive
energy and applies mercies.
Paladin Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms
the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shared Defense (2 rounds, adjacent, +1 AC) (Su) Lay on hands use: Aura provides AC and other
bonuses to allies.
Sin Seer Gain the ability to detect evil
Smite Evil (2/day) (Su) +2 to hit, +4 to damage, +2 deflection bonus to AC when used.


Fluff:

Having been once a Crusader in the Great Army of Last Wall Herm felt he was due to join the Knights of Ozem. Before that though he felt that he should prove himself by traveling to Osiria and travel to one of the Great Ziggurats that were opened to adventuring groups to help clear out.

Hailing from Nex and having a great hatred for the Undead, Herm and his family Traveled from Nex up north to Last Wall when he was 10 years old, his father being driven out for not conforming to the Arc Lords wishes.

Herm is a stout man with thick facial hair, it has silver streaks in it despite his age. He carriers a large hammer which him everywhere he goes, his armor is dented and we worn. He doesn't smile often but
when he does it is either a jest he likes or he is slaying the undead. He paints in his spare time to keep his mind keen and his fine muscles in good working order.


Throwing my hat into the ring with this char.
Used to play in MM before, but alas the DM disappeared.
An Ulfen sailor stranded in Osirion with many skills, good Ac and decent saves and a lot of other tricks up his sleeve.


Alrigthy, one more day! Thanks for all the submissions so far!


I have an idea for this game I have not had the chance to play yet.

Basically an Osirian Oread Fighter, but his end result is to be working towards the Living Monolith Prestige Class by 6th level or so.

Would this work for you as a submission? I don't have lots of time left and if I can't do it in time...Well, I just saw this recruitment today.


Finally! I offer Hoss'r Stonekind!

Crunch:

______________________________________
Race Oread
Gender Male
Alignment LN
Age 68
Class Fighter 4 (Phalanx Soldier Archtype)
Init +2
Senses Darkvision 60ft.
Perception +, Survival +
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
As a swift action, you can gain tremorsense to a range of 60 feet
until the beginning of your next turn. You can use this ability
once per day at 1st level, plus one additional time per day at
5th level and every 5 levels thereafter, to a maximum of five
times per day at 20th level.

+2 racial bonus to AC against rays thanks to their reflective
crystalline skin. In addition, once per day, they can deflect a
single ray attack targeted at them as if they were using the
Deflect Arrows feat.

At 3rd level, when a phalanx soldier wields a shield, he can use
any polearm or spear of his size as a one-handed weapon.
_____________________________________________
DEFENSE
_____________________________________________
AC 18 (+3 with shield), touch +13, flat-footed +15 (+3 with shield)
(+4 Armor, +1 Natural Armor, +2 Dex, +1 dodge +3 Shield Bonus)
NOTE: +2 AC vs Rays (+Deflect 1 ray effect/day)

Hp 36

Fort +6, Ref +3, Will +5
_____________________________________________
OFFENSE
_____________________________________________
Speed 20
Melee
Spear +(1d8+/x3)
Kopesh +(1d8+/19-20x2)
Shield Bash (Spiked) +(1d4+/x2)
Dagger +(1d8+/19-20;X2)

Ranged
Spear +(1d8+/X3)
Dagger +(1d8+/19-20;X2)

Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Str 18
Dex 15
Con 14
Int 12
Wis 14
Cha 10

Base Atk +4; CMB +8; CMD21

~At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull
rush, drag, overrun, and trip attempts. This bonus also applies on
saves against trample attacks. The bonus increases by +1 for every
four levels beyond 2nd.

Feats
1st Level: Dodge
1st Level Bonus Combat Feat: Exotic Weapon Prof (Kopesh)
2nd Level Bonus Combat Feat: Weapon Focus (Spear)
3rd Level Feat: Iron Will
4th Level Bonus Combat Feat: Weapon Specialization (Spear)

Feats to Get?
Endurance (@5th)
Vital Strike

Traits
*Undead Crusader (Campaign) You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
*Seeker (Social) You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
*Earthsense (Racial) You were inexplicably transformed in the womb by elemental forces, making your connection to the earth exceptionally strong. As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.

____________________________________________
SKILLS
____________________________________________
Skills 12pts (+4 Favored Class Bonus)

(CS)
Perception
Survival
Profession (Soldier)
Knowledge(Engineering)
Knowledge (religion)
Knowledge (dungeoneering)
Handle Animal

(Non-CS)
Knowledge (history)
Linguistics 2 (Ancient Osirian, Sphinx)

Languages Known Common, Terran, Osirian, Ancient Osirian, Sphinx
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ
Oreads are outsiders with the native subtype.

Granite Skin: Rocky growths cover the skin of oreads with this
racial trait. They gain a +1 racial bonus to natural armor.
This racial trait replaces energy resistance.

Crystalline Form: Oreads with this trait gain a +2 racial bonus to
AC against rays thanks to their reflective crystalline skin. In
addition, once per day, they can deflect a single ray attack
targeted at them as if they were using the Deflect Arrows feat.
This racial trait replaces earth affinity.

Ferrous Growth: Oreads with this racial trait learn how to mimic
the magic of their shaitan ancestors. Once per day, such an oread
can cause a touched piece of non-magical iron or steel to grow
into an object up to 10 pounds in weight, such as a sword, crowbar,
or light steel shield. This object remains in this form for 10
minutes or until broken or destroyed, at which point it shrinks
back to its original size and shape. This racial trait replaces
the spell-like ability racial trait.

____________________________________________
EQUIPMENT AND GOLD

(6000gp@Start/ 5998gp spent)
____________________________________________
Gear

Mithril Chain Shirt
MW Silversheen Khopesh
Living Steel Heavy Shield +1
Spear +1
Feather Token (Tree)
Potion of CLW (x2)
Potion of Protection from Evil (x2)
Dagger (x2) (4gp)
(gp)

Outfit, Hot Weather (0gp)
Flask of Holy Water x3 (75gp)
Pouch of small iron nails (1gp)

Dungineering Kit 15gp
This bundle of essential supplies for exploring ruins and
abandoned cities includes two candles, chalk, a hammer and four
pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of
oil, two sacks, two torches, and four tindertwigs.

Paladin's Kit 11gp
This kit includes a backpack, a bedroll, a belt pouch, a cheap
holy text, a flint and steel, an iron pot, a mess kit, rope,
soap, torches (10), trail rations (5 days), a waterskin, and a
wooden holy symbol.

____________________________________________
APPEARANCE
____________________________________________
Height 6'4"
Weight 250lbs
Eye Color Dark Grey
Hair Color None (bald)
Region of Origin Wati
Deity Anubis

Fluff:

___________________________________________
Background
____________________________________________

Hoss’r was born somewhere in desert near Wati, as he was found as a babe by a wandering priest of Anubis. The priest took the child as a gift of Anubis, and raised him within a small cult of the god that lived near the ancient city. Raised to be a slayer of undead within the cult, he was sent off to join the Osirion army to learn to fight. His father, years later, recently sent him a letter and speaks of dreams that Anubis sent saying Wati would awake with the dead soon! Quickly resigning his commission from the military ranks, he returned home having spent his entire life savings to equip himself for the coming fight he wished would never come. Upon his return to the cult he found out it was too late! The city teemed with undead now...The expected Chaos had come upon Wati! So the time has finally come to place his faith in Anubis and destroy the afflicted dead so they could return to Anubis' embrace!


I will bow out. Just can't get my head around a proper character.


Thank you for your consideration and good gaming.


Good luck everybody!


Was gonna think of something, but instead I will wish everyone who has applied the best of luck!


Thank you for all the submissions! There were quite a few good ones in there. Without further ado, I'd like to invite Nuru Anhkguard IV to join the group in the discussion thread.

Thank you again for all the interest!


Thank you! Quite flattered to get the invite given the quality of the submissions.

351 to 386 of 386 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Mummy's Mask - Adventure in the Land of the Pharaohs All Messageboards

Want to post a reply? Sign in.