
GM Tribute |

I was going to convert the classic Desert of Desolation series to Pathfinder, but the new AP sounds like some desert, tomb raiding goodness!!
I will, of course, not be starting until the AP is shipped to me. I just opened the last of the WotR volumes, so it may be a while. But, when that happens, we take off for Osiron!
This AP will follow the recommended guidelines for APs, four characters with a 15 point buy and average wealth. One trait will have to be a campaign trait, and I have no idea what they will be, so that will have to be left for later. If you want a third trait, I will give you a drawback and you might not like it, because it will really be a drawback!
What material is allowed? All Paizo material is fair game, but none of the new classes.
Mummy's Mask
The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?
The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?

![]() |

I am very interested. I am thinking a middle-aged human aristocrat, probably from Taldor, who has announced that he is funding an expedition to the newly opened necropolis/tomb/temple/etc. He will have the Rich Parents trait, all of which will be used as a slush fund for the party to help equip themselves with better starting gear. He will be advancing to the Noble Scion prestige class from Paths of Prestige.
Also, the Mummy's Mask campaign traits are in the last two pages of People of the Sands which was released in January. They are:
- Blood of Pharaohs
- Devotee of the Old Gods
- Foreign Opportunist
- Inquisitive Archaeologist
- Mummy-Cursed
- Necropolis Native
- Resurrected
- Sphinx Riddler
- Trap Finder
- Undead Crusader
I plan to take Foreign Opportunist for the +2 to Appraise checks and being able to utilize black market contacts to sell relics at 60% of their value instead of the base 50%.
I am also thinking the Noble Scion feat with Scion of Lore for the +2 to Knowledge (nobility) checks and +1 to any Knowledge skill which I have ranks.

![]() |
1 person marked this as a favorite. |

Campaign Traits are in "People of the Sands" the way the WotW were in "Demon Hunter's Handbook."
Devotee of the Old Gods: Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion’s past alive—a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic. For more information on the deities of Ancient Osirion, see Pathfinder Adventure Path #80: Empty Graves.
Foreign Opportunist: You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re definitely interested in the wealth that’s lain hidden in dusty crypts for millennia—such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.
Inquisitive Archaeologist: You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has finally been opened for exploration, you’ve come to that city to get firsthand experience with the lost secrets of Ancient Osirion’s master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in structures built in the style of Ancient Osirion.
Mummy-Cursed: One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
Resurrected: At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, or a destiny you have to fulfill, or perhaps because it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Sphinx Riddler: You’ve always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas. Like so many others, you’ve come to Wati to explore its ancient necropolis, but you’ve also heard that sphinxes occasionally visit a sphinx-shaped ruin called Ubet’s Folly in the city—perhaps you’ll have the chance to meet and talk with a sphinx yourself! You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +1 trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages.
Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Undead Crusader: 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.
Wati Native: You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.
Put me down as interested. Permission for a Scaleheart (Werecrocodile-kin Skinwalker) Barbarian, possibly Prestige Classing into Pathfinder Delver or Student of War.

Alex Mack |

Thanks for posting the campaign traits. Did they really want to go there with Trap Finder? I see a hard case to make a rogue now for this AP when a ranger, alchemist or...anybody really, can grab this trait.
They didn't want to force anyone to play the suckiest class in Pathfinder :). Isn't that nice of them...
Edit: then again this actually good for the Rogue as you can choose from all the great archetypes that replace Trapfinding...

Gideon Ross |

Dotting for interest with a Bard (Archaeologist). Seems a very flavorful class to put in this! This is the alias I would use for the submission and I have the right class build in HeroLab at home. Just need to re-write the character history from Wrath of the Righteous and finagle the stats to 15 point buy and I should be good!

Wolfwaker RPG Superstar 2013 Top 8 |

I've been waiting for someone to announce this one. I have a couple of concepts but one is a shadowdancer build I was wanting to try out. A dhampir starting as a rogue with a dip in cleric for the darkness domain (was thinking Tsukiyo but maybe a Separatist archetype cleric of Pharasma). So it's a little off the wall but I figure he's drawn to the tombs somehow due to his undead heritage.

Wolfwaker RPG Superstar 2013 Top 8 |

I've been waiting for someone to announce this one. I have a couple of concepts but one is a shadowdancer build I was wanting to try out. A dhampir starting as a rogue with a dip in cleric for the darkness domain (was thinking Tsukiyo but maybe a Separatist archetype cleric of Pharasma). So it's a little off the wall but I figure he's drawn to the tombs somehow due to his undead heritage.
Actually it would be cool to follow one of the old gods when the second book comes out as mentioned here:
http://paizo.com/threads/rzs2qooh?Wadjet-and-Apep-in-Mummys-Mask-AP
and now trying to decide between dhampir or skinwalker for a mysterious heritage.

Macharius |

Sign me up! This is the perfect AP for my Imperious bloodline (ARG) sorcerer idea I've had since I first discovered the bloodline. Would obviously take the Blood of the Pharaohs trait, seeking to find proof of his descent in the various tombs.

GM Tribute |

The posting speed would be once a weekday, weekends are optional. With a tight four we would need to keep it regular. But, the small group should make for quicker gameplay if everyone posts regularly.
Maps will be simple google docs Excel spreadsheets unless I can master maptools, which I have found elusive.
Finally, with a 15 point buy, character weaknesses = dump stats are fair game. A 5 charisma dwarf can be fun to play. All characters will be in the young age range.
If anyone else wants to GM this AP, it looks like there will be plenty of players.

![]() |

N Medium humanoid (skinwalker, shapechanger)
Init +2; Senses low-light vision, darkvision 60 ft. (while shifted); Perception +4
____________________
DEFENSE
____________________
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); -2 raging
HP 13 (1d12+1); +2 raging
Fort +3 (+5 raging), Ref +2, Will +0
Defensive Abilities ferocity (while shifted)
____________________
OFFENSE
____________________
Speed 40 ft.
Melee spear +3 (1d8+3/x3)
Ranged javelin +3 (1d6+2)
Special Attacks rage (6 rounds/day)
Spell-Like Abilities
1/day–scare
____________________
STATISTICS
____________________
Str 14 (16 while shifted), Dex 14, Con 12, Int 10, Wis 11, Cha 12
Base Atk +1; CMB +3 (+4 while shifted); CMD 15 (16 while shifted)
Traits Terrifying Lunge, (Campaign)
Feats Extra Feature
Skills Acrobatics +4, Intimidate +5, Perception +4, Stealth +3, Swim +4 (+5 while shifted)
Languages Common
SQ change shape (3/day), fast movement
Gear chain shirt, spear, 3 javelins
My submission for this, if/when it does go up. Campaign Traits that I'm considering are Mummy-Cursed and Resurrected. Backstory outline upon request.

Hunter Deadeye |

The posting speed would be once a weekday, weekends are optional. With a tight four we would need to keep it regular. But, the small group should make for quicker gameplay if everyone posts regularly.
Maps will be simple google docs Excel spreadsheets unless I can master maptools, which I have found elusive.
Finally, with a 15 point buy, character weaknesses = dump stats are fair game. A 5 charisma dwarf can be fun to play. All characters will be in the young age range.
If anyone else wants to GM this AP, it looks like there will be plenty of players.
Does this mean we will all take the young age penalty +2 dex and -2 str and -2 wis, or is that optional?