I am looking for 4-6 people to play. The selection process will be a little different. You'll have to form into adventuring groups. The group can decide on what roles each person will take. As groups are completed they can post their final roster in the Adventuring party thread. On the deadline I will pick one of the adventuring groups to play.
I'll step in and ask for tweaks on characters if they don't fit the game but for the most part the group that sticks out the most will be picked. So pre-game activity will be important.
If you have a favorite character you want to reuse then feel free. Just make sure they are 1st level fit the rules listed here.
Select your character’s class and race from the choices offered in Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and The Inner Sea World Guide are generally available.
Must choose seven tenets/laws that they must follow. More info in house rule thread and an article here.
Eidolons work a little different than in normal games.
They can take any shape and will look how you want them to look. They don't have to be glowing energy creatures, although they can. You can have them look exactly like a wolf, lion, dragon etc. Because of their look expect people to react to what they look like. So if you go for a medium spider then don't be surprised when a group of adventures hack it apart when walking through town.
* Eidolons when summoned gain a tattoo like symbol/pattern on them. The symbol is shared with their summoner.
There are no age adjustments regardless of the age you start the game as.
You can choose from any of the gods. If you want to choose an old god of Osirion you can take a look at this list.
Dwarves: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth's treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.
Elves: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.
Gnomes: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.
Half-Elves: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.
Half-Orcs: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.
Halflings: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, halflings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.
Humans: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. You must pick an ethnicity here. Only the main list. No fallen or minor or ancient
The Chelaxian (pronounced che-LAX-ee-en) people have spread from their origins along the coast of the Inner Sea across much of Avistan. They are the true legacy of the once great imperial Cheliax whose empire once encompassed kingdoms as numerous and varied regions as Andoran, Galt, Molthune, Nirmathas and Sargava. While the empire of Cheliax may now be gone, the Chelaxian people live on, still inhabiting all of their former territories and beyond.
The Garundi (pronounced gah-ROON-dee) people are the most numerous inhabitants of the continent of Garund but have spread throughout most of the known world. Garundi organise themselves into clans of around twenty families. Within these clans their is a strict hierarchy which is hard to decipher for outsiders as they are not a part of it. There is also a hierarchy between clans and customs that dictate their interaction.
The Keleshites (pronounced KEHL-esh-eyts) are a people born of the deserts of Casmaron who reflect the heat of the desert in the fieriness of their passions. They are quick to anger and to forgive and always pride themselves on their wit and intelligence. While Keleshites often have a racial arrogance that can be quite off-putting, considering what the people have achieved, it is not surprising.
The name Mwangi (pronounced MWAN-gi) is given to a group of related but ultimately different ethnicities which inhabit the west coast of Garund from the godless state of Thuvia in the north down through the Mwangi Expanse, which bears their name, all the way to the southern reaches of the continent.
Taldans (pronounced TAL-dans) are renowned as possessing great skill, intellegence and sophistication. They are the creators of one of the greatest empires Avistan has ever known and many modern nations owe their existance to the conquests of empire of Taldor. However this period of greatness is now a thing of the past and the Taldan people know they are now just as well renowned for their decadent indulgences as their empire crumbles around them.
The Tian (pronounced TEE-yawn) people come from the distant land of Tian Xia, almost inaccesible to the nations of the Inner Sea. The few Tian who migrate from their homeland to the shores of Avistan and Garund are generally classed as a single ethnicity. The Tian people, however, come from an entire continent, and as such are not one united ethnicity, but several different ones. All Tian in the Inner Sea region are united by one factor—they are thousands upon thousands of miles from their homeland.
The Ulfen (pronounced OOL-fen) are a human ethnicity once feared across all of Avistan for their fierce and merciless winter raiding. This is no longer the case; now the Ulfen people are renowned for their enormous size, prowess as warriors, and their unique smell. Ulfen bodyguards are considered a highly desirable thing around the courts of the Inner Sea.
The Varisians (pronounced vah-RHIS-ee-ann) are an exotic ethnicity renowned as itinerant charlatans, gifted storytellers, and talented singers.
The Vudrani (pronounced voo-DRAW-nee) believe in a strict caste system which defines a member's role in society and reflects their good deeds in past lives. Higher castes are believed to have attained their position through attaining a purity which has brought them closer to Nirvana.
Aasimars: Creatures blessed with a celestial bloodline, aasimars seem human except for some exotic quality that betrays their otherworldly origin. While aasimars are nearly always beautiful, something simultaneously a part of and apart from humanity. You can choose alternate looks based on a parent. So you could look like your archon-hound parent or have blue skin like a diva parent etc. You can take alternate racial abilities including rolling for replacement SLA in the appropriate book. Post the table you are rolling on and make a roll the OOC thread. Table can be found here.
Catfolk: A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers.
Dhampirs: The accursed spawn of vampires, dhampirs are living creatures tainted with the curse of undeath, which causes them to take damage from positive energy and gain healing from negative energy. While many members of this race embrace their dark sides, others are powerfully driven to rebel against their taint and hunt down and destroy vampires and their ilk.
Drow: Dark reflections of surface elves, drow are shadowy hunters who strive to snuff out the world's light. Drow are powerful magical creatures who typically serve demons, and only their chaotic nature stops them from becoming an even greater menace. A select few forsake their race's depraved and nihilistic society to walk a heroic path.
Fetchlings: Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane's persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings—who call themselves kayal—often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane.
Goblins: Crazy pyromaniacs with a tendency to commit unspeakable violence, goblins are the smallest of the goblinoid races. While they are a fun-loving race, their humor is often cruel and hurtful. Adventuring goblins constantly wrestle with their darkly mischievous side in order to get along with others. Few are truly successful.
Hobgoblins: These creatures are the most disciplined and militaristic of the goblinoid races. Tall, tough as nails, and strongly built, hobgoblins would be a boon to any adventuring group, were it not for the fact that they tend to be cruel and malicious, and often keep slaves.
Ifrits: Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race.
Kobolds: Considering themselves the scions of dragons, kobolds have diminutive statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful sorcerers, canny alchemists, and cunning rogues.
Orcs: Savage, brutish, and hard to kill, orcs are often the scourge of far-flung wildernesses and cavern deeps. Many orcs become fearsome barbarians, as they are muscular and prone to bloody rages. Those few who can control their bloodlust make excellent adventurers.
Oreads: Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth.
Ratfolk: These small, ratlike humanoids are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin.
Sylphs: Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping.
Tengus: These crowlike humanoid scavengers excel in mimicry and swordplay. Flocking into densely populated cities, tengus occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them.
Tieflings: Diverse and often despised by humanoid society, tieflings are mortals stained with the blood of fiends. Other races rarely trust them, and this lack of empathy usually causes tieflings to embrace the evil, depravity, and rage that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand heroism. You can choose from a wide range of looks. Including taking on the looks of one of your parents. Though this won't grant you additional abilities such as getting free wings or a gore attack, although you can get racial traits to allow these to function in some fashion. You can take alternate racial abilities including rolling for replacement SLA in the appropriate book. Post the table you are rolling on and make a roll in your character thread. Table can be found here.
Undines: Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic.
Changelings: Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. Typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers' race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage.
Kitsune: Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions.
Nagaji: The nagaji are a race of ophidian humanoids with scaled skin that mimics the dramatic appearance of true nagas. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Their physical forms are otherwise humanlike, raising wary speculation about their origins.
Samsarans: Mysterious humanoids with pale blue flesh and transparent blood like the waters of a trickling brook, samsarans are ancient creatures even in their youth. A samsaran's life is not a linear progression from birth to death, but rather a circle of birth to death to rebirth.
Vanara: Vanaras are intelligent, monkeylike humanoids that live in deep, warm forests and lush jungles. A vanara's body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite their fur, vanaras can grow lengthy hair on their head just as humans can, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara's head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter and weighs slightly less than a typical human.
No evil. If you don't play your alignment then it will shift to the alignment of what you are playing. If this means you loose your powers then you loose them immediately.
Full hps + CON BONUS at 1st level. 1/2hp + 1 + CON BONUS all other levels.
Pick 2 from Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and The Inner Sea World Guide are generally available.
You can take a drawback to get an additional trait.
These campaign traits tie characters to the Mummy's Mask Adventure Path, which begins in the city of Wati in the nation ofOsirion. Characters designed for this campaign should have some connection to this ancient land-whether as natives or as recently arrived foreigners eager to explore the history and mysteries of Ancient Osirion. These traits provide a reason for characters to be in Wati, and are designed to help players create characters perfectly suited to adventuring through this campaign.
Blood of Pharaohs: Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati's necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.
Devotee of the Old Gods: Osirion has a history stretching back over 8,ooo years, and the deities worshiped today in modernOsirion are not the same ones revered in AncientOsirion'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 AncientOsirion has helped keep the memory ofOsirion'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 +i trait bonus on saving throws against divine magic. For more information on the deities of Ancient Osirion, see Patiifinder Adventure Path #So: 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 that skill 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 AncientOsirion.
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, a destiny you have to fulfill, or perhaps 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 yourself1 You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +i 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 +i 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 +i trait bonus on damage rolls against undead creatures. In addition, you gain a +i 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 +I trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.
Everyone starts with 150GP
Guns are limited to early firearms.
Rest of gear listed is available.
This adventure path is all about adventure and exploring and treasure hunting so i am not requiring deep background. But I still want characters to be more than a bunch of stats. Take some time to make them interesting to play. Mannerisms, loves, hates
Description or picture of your character
What makes your character tick. (A paragraph or two is fine)
WHERE DID YOU COME FROM
Simply where were you born and traveled from. paragraph or less.
The Lottery is only for teams to enter the necropolis so everyone must form into teams
Every character has to join a team. As you work on your character you can leave this part blank until you join another team or fill it in and try to get others to join your team. In the end the team leader will post the roster of the members of the team
NAME THE ADVENTURING TEAM
Adventuring teams are like mercenary companies. They should have a name
MOTTO OF THE ADVENTURING TEAM
What code does the team live buy.
SYMBOL OF THE ADVENTURING TEAM
pick a symbol. should be something that can be carved or cast into a pendent.