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Awesome. I kept seeing ads for #4 and assumed the rest weren't out. Will have to hunt them down. Oh wait I wonder if you mean they are out in print. I was looking for the pdfs.
What is so important about character creation rules?
kidding,
Here is the character creation rules I will be using.
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All the usual books, all non 3rd party classes. races -
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.
PRE-MADE CHARACTERS
If you have a favorite character you want to reuse then feel free. Just make sure they are 1st level and fit the rules listed here.
Character Creation.
LEVEL
1st level.
CLASS
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.
DEITIES
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.
PALADIN
Must choose seven tenets/laws that they must follow. More info in house rule thread and an article here.
RACES
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)[1] 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.[2]The Garundi (pronounced gah-ROON-dee)[1] 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)[1] 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)[1] 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)[1] 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)[1] 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.[2]
The Ulfen (pronounced OOL-fen)[1] 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)[1] are an exotic ethnicity renowned as itinerant charlatans, gifted storytellers, and talented singers.
The Vudrani (pronounced voo-DRAW-nee)[1] 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.[2]
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, not all of them are good, though very few are evil. 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.
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 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.
ATTRIBUTES:
20pt buy
ALIGNMENT:
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.
HITPOINTS:
Full hps + CON BONUS at 1st level. 1/2hp + 1 + CON BONUS all other levels.
FEATS:
All allowed
SKILLS:
All allowed
TRAITS:
Pick 2 from Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and The Inner Sea World Guide are generally available. 1 extra for a drawback.
CAMPAIGN TRAITS
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.
MONEY
Everyone starts with 150GP
GEAR
GUNS
Guns are limited to early firearms.
Rest of gear listed is available.
ROLEPLAYING REQUIREMENTS
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
APPEARANCE
Description or picture of your character
PERSONALITY
What's your motivation. paragraph or two
WHERE DID YOU COME FROM
simply where were you born and traveled from. paragraph or two.
ADVENTURING TEAMS
Every character is part of 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 entire team should all have the same team name, slogan or symbol. You will have to role play this in the pre-game thread or just find a bunch of friends to join in game.
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.

Arie IJzer |

I'm highly interested in playing the AP. I've been to Egypt myself, seen and been inside the pyramids and seen the mummies in the national museum in Cairo, so the premise of Mummy's Mask gets me going.
I prefer lower powered groups / characters myself (15-20 point buy, some restrictions), but I'll wait and see what you'll come up with! :)
edit - darn ninja posting! I'll come up with an idea and post it later today.

Seth86 |

I realize this :) If you are N you can choose which one you channel. and with variant channeling later, if chosen, you can channel other type at -2CL
If i choose to be an Aasimar character. Will it be possible to make it one parent was a hound-archon? Want to make an hound-like character, but since no official race is availible, except for 3rd party, i was thinking it might be best way to do it?

Faffnyr |

The book will be out soonish.
The swashbuckler is the epitome of the action here with style grace and panache. Is he balanced? I do not know! Is he overpowered? I doubt it.
But he sounds like a hell of fun to play class. So far I tried the arcanist, he feels soso and the investigator, wich is awesome for research and sooo crappy, at level one at least in damage. But I will make a character and fit in the class later. Class is the finishing touch not the defining thing for this character I have in mind.

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Here's Vidic Votev, a Ranger (Infiltrator) I created. His death and resurrection have led him to Wati. Adventurers interested in plundering tombs to gain knowledge into one's own mortality and some coin in one's own purse come to my banner.
The next thing he remembered is awakening to the sight of his parents. His father had called in family markers in order to get his son raised. The Votevs had long supported the Surtovas in Brevoy and were once again aiding them in the country’s most recent civil war. The couple could not bear the thought of losing their youngest son. The Surtovas needed their political influence.
Vidic had always been a confident lad. Fine with a sword. Great at tracking. It was why he had allowed to become a member of the Peerless Scouts at such a young age. There was unlimited potential there.
Vidic, much to the chagrin or Commander Brocha and his own family, would never fight for the Surtova’s again. His death consumed him. His resurrection ate at him. Thunderstorms unnerved him.
It was the obsession with death that led him to Wati. Well that and a Banker at the Temple of Abadar caught him reading Urgothoan texts. Vidic had poured through as many tomes as he could to gain any enlightenment on the nature of death and the afterlife. Cultural, spiritual and religious texts - all with various theories and guidance regarding the subject - were all he cared about. It was fine when he sought guidance from Pharasman teachings but Urgothoa was a different matter entirely.
His family couldn’t understand Vidic’s obsession. Vidic barely understood it himself. One of the Bankers thought he could rid the Votev’s of an increasingly embarrassing problem while helping Vidic find the answers he sought. Thus, the recommendation he travel to Osirion, a land rich with old tombs that were recently earmarked to be plundered, seemed to be a solution. What better place to gain knowledge on the afterlife that a country built upon the bones of the long dead.
Vidic jumped at the opportunity. He finally had a tangible goal. A little bit of that brash, confident scout returned as he made the long trip south.
Vidic arrived in Osirion six months ago. He was part of an ever growing foreign faction of adventurers, explorers and tomb robbers that were taking advantage of Osirion’s new pyramid pundering initiative. A cold fish out of water, Vidic has tried to assimilate himself into the culture. Like any good scout, he was getting the lay of the land and its people.
When the Wati opportunity presented itself, he hoped the contacts he made the past few months would pay off with an adventuring party that would not only gain approval for exploration but help successfully plunder the tombs - not for gold (although that would also be nice) - but for knowledge of the afterlife.

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I'm actually super interested in Egypt and its history, so I'd like to express my own interest. I've got a Half-orc Samurai that I'd like to play, a hothead that's always looking for ways to glorify his name. I think I'd have him grab the Blood of Pharaohs trait and say that his human side happened to be a descendant of one of the pharaohs that had been captured by orcs. The character would be a gung-ho gloryhound who would spend most of his time charging headfirst into battle.
I'll start writing up fluff and stuff now. :D

Naomi Zeitoun |

Since ACG is ok and we'll have the new rules as early as next week, I'm definitely thinking about this Pharasman warpriest.
But, the name of the game is groups and I'm very tempted to suggest a Templars of the Five Winds group inspired by the old Legacy of Fire AP. Undine, Ifrit, Oread, Sylph, and Human? Would be Suli if they were allowed. Anyone with me on that concept? I'm thinking an Oread Terra Cotta Monk going Living Monolith might be a fun and fitting idea.
EDIT: Looks like trawets71 is thinking right along the same lines! Sylph Rogue, Oread Monk, Ifrit Swashbuckler, Undine Sorcerer. Do I hear an human divine character with an elemental tie?
Otherwise, I'm thinking Naomi would love to team up with some other undead hunters and see if we can get a good theme along those lines running.

Jorn Oathforge |

Okay, nailed down the crunch for my Half-orc Samurai (who is actually not going to be a "samurai" as much as a "knight"). He's going to be of the Order of the Flame, and seeking to earn glory for himself through adventuring.
As far as fluff goes: Krugg is a rough, jovial, mountain of a man. Though he doesn't know it, he is very distantly descended from the pharoahs of Osirion, and his return to this land may very well be the work of "fate." (I'll be working on the rest of his fluff in the coming days, but I wanted to get some simple stuff done just to get my foot in the door.)
If there's anyone interested who'd like to do a mercenary group for the AP, or would have hired a bodyguard for their group, Krugg here would be glad to join. :)

ginganinja |

I think I would submit either a Crypt Breaker Alchemist, or a Desert Druid, something flavorful that can offer something extra in combat (such as extracts or spells,) while being decent in control. I think I would pick whatever works best for a party, although I am pretty flexible to switch to a different role if required.
Race wise, I think I will end up picking whatever feels most flavourful. maybe an Oread for the Druid, and possibly one of Sylph, Samsaran or Human for the Alchemist.

Seth86 |

Roll for Paladin < 100 1d100 ⇒ 41 yes
Roll for Cleric > 100 1d100 ⇒ 84 yes
Class/Roll
Devine protector - Paladin sword/shield
Or
Devine dps - Cleric NEC/Undead allies
Race
Hopefully anubian aasimar
Depending on what class, I will write a story :)
Those who need either, let me know :)
Alt Racial Ability-Paladin
1d100 ⇒ 90
Alt Racial Cleric
1d100 ⇒ 1

Seth86 |

You can add me. And you can choose which class.
Here is my paladin build:
Anapa
Male Agathion-Blooded Aasimar (Idyllkin) Paladin (Oath against Undeath) 1 (Pathfinder RPG Ultimate Magic 0)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +2; +4 vs. hot conditions, +1 vs. fire, +0 morale bonus against saves to overcome negative levels, +2 trait bonus against death effects.
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee khopesh +2 (1d8+1/19-20)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 16, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 14
Feats Two-Weapon Fighting
Traits blessed touch, desert child (desert), resurrected
Skills Diplomacy +8, Knowledge (religion) +4, Survival +2; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ attached, aura of good, detect undead
Other Gear scale mail, light steel quickdraw shield, khopesh, hip flask, pathfinder's kit, 8 gp
--------------------
Special Abilities
--------------------
Attached (????) If your attachment is threatened, -1 Will & -2 save vs. fear
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
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.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Resurrected You do not die until your hit points drop to negative 20 or lower.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
And my cleric build :
Anapa
Male Agathion-Blooded Aasimar (Idyllkin) Cleric (Undead Lord) of Anubis 1 (Pathfinder RPG Ultimate Magic 0)
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +1 trait bonus vs. divine magic.
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee khopesh +0 (1d8/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel negative energy 1/day (DC 13, 1d6), channel negative energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bleeding touch (1 round)
Cleric (Undead Lord) Spells Prepared (CL 1st; concentration +4):
. . 1st—bless, cause fear[D] (DC 14), cure light wounds
. . 0 (at will)—detect magic, resistance, stabilize
. . D Domain spell; Domain Death
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Command Undead, Selective Channeling
Traits battlefield disciple, devotee of the old gods, friend of the dead (geb)
Skills Diplomacy +7, Heal +7 (+9 to stabilize a dying creature), Knowledge (religion) +5, Survival +5; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ aura, corpse companion, power-hungry
Other Gear scale mail, crossbow bolts (20), khopesh, light crossbow, hip flask, holy symbol with flask (Anubis), pathfinder's kit, unholy symbol with flask (Anubis), dog (combat-trained), 10 gp
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Special Abilities
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Channel Negative Energy 1d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battlefield Disciple +2 on Heal checks to stabilize. Bonus is +1 when using aid another to grant ally a bonus.
Bleeding Touch (1 round, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric (Undead Lord) Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Channel Negative Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 13) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Friend of the Dead (Geb) +2 trait bonus on Diplomacy checks against sentient undead.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Selective Channeling Exclude targets from the area of your Channel Energy.
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Dog (combat-trained)
Dog Skeleton
N Small undead
Init +6; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 8 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
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Offense
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Speed 40 ft.
Melee bite +2 (1d4+1) and
. . claw +2 (1d3+1)
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Statistics
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Str 12, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
Feats Improved Initiative
Tricks Attack, Down, Fighting, Stay
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Special Abilities
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Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Jolly Roger |

I always wanted to try a Suli, so I will make a Suli slayer/ranger switch hitter. I think he would fit nicely with the elemental team or the non-elemental one.
Alternatively I would make him a tiefling (oni-spawn).
Edging towards slayer, but would like to see what the new book makes of them. Think they get some nice archetypes.

![]() |

@seth You can have your aasimar look how you want so if he has a distinct hound face that is fine. I don't have an issue with an aasimar taking on some of its parent's looks. Take any appropriate traits or alternate traits for the assimar if you want to get the feel right.
But I don't see having to use a third party race when there is already huge amounts of material for the aasimar alternate traits,.

Seth86 |

Please check if the look okay, also need help with a 7th
• Not all of the Undead are evil, there are those who seek it. Destroy the unwilling
• Protect those you travel with.
• Respect the dead, do not talk in anger in front of them (Can’t talk during battle if at a grave/tomb, out of battle can not speak loudly or insult anybody)
• Forgive those that repent their sins. Everyone falls sooner or later it is up to you to pick them up when they fall.
• Give last rights to those who are sent to the underworld
•
• Give thanks to the dead every evening for they are your future