Mummy's Mask (Inactive)

Game Master Daniel Penfold 351

In the wilds of Osirian something is shifting beneath the sands.

The rules

Notes

Treasure List

Maps

images


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Checking for interest at this stage - looking for 4 players only, starting at 1st level.

General rules for character creation:

No feat taxes

No 3rd party content

25 point point buy

One campaign and one other trait, no flaws

Starting gold as per https://www.d20pfsrd.com/basics-ability-scores/character-creation/ - Take average

Players start with 1 weapon and 1 set of armour (not magical or m/w) for free.


”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. ”

I’m interested! Maybe inquisitor.

EDIT: or investigator the ultimate treasure hunter.


Interested.

A bard, with Trap Finder campaign trait. Perhaps some archetype, but not sure


I’m interested. Something building toward the Living Monolith prestige class, which I’ve always thought would be pretty thematic for this AP. Maybe an Oread monk?


^^ Nice trait, gives you great versatility. I'd go with Resurrected (link)

Also, after giving it more thought the desert is calling to me and I'd go with a druid. Final answer.

Liberty's Edge

Interested. I’m thinking female Dwarf Ranger, switch hitter, Wild Hunter Archetype, and (eventually) an animal companion. Will work on assembling her details.

Oh, and I’ll take the Blood of Pharaohs Campaign feat.

Silver Crusade

Interested. I'd probably bring a Warpriest of Neith (Devotee of the Old Gods)


I would like to submit as a human fire kineticist.

Liberty's Edge

25 point buy? Sounds like it's Unchained Monk time, Perfect Scholar archytype for those sweet knowledge skills. Probably take Vow of Silence at level 1 and either the Blood of Pharaohs or the Inquisitive Archaeologist trait. Would Oread be allowed?


Ok, so there is more interest here than I was expecting! I ideally only want to run for 4 players (I will consider 5 at a push), so I think the fairest way to decide is if everyone can post their character (including a background) and I will make a decision based on that.


Alternate SLA: 1d100 ⇒ 6 You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.

Hmmm...not useful for the build I have in mind. But oh well, still cool.

Crunch almost done. Making a trappings of the warrior Occultist. A man who draws his power from the psychic power left behind on ancient artifacts. A tomb robber through and through! Fluff will be coming.


Presenting Cymric Baird.

LINK to Profile

Crunch:
Cymric Baird
Male Human bard 1
TN Medium humanoid (human)
Init +4, Senses Perception +4
=================================================
DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, )
hp 8 ((1d8))
Fort +0, Ref +6, Will +2

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OFFENSE
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Speed 30 ft.
Ranged shortbow +4 (1d6/x3), within 30 ft. +5 (1d6+1)
Melee sword, short +0 (1d6/19-20)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +4)
1st(2/day)-hideous laughter(DC 14), sleep(DC 14)
0th(at will)-dancing lights, daze(DC 13), detect magic, light, message

=================================================
STATISTICS
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Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Precise Shot
Skills Appraise +6, Disable Device +9, Linguistics(Draconic) +6, Perception +4, Perform (Comedy) +7, Perform (Oratory) +7, Sense Motive +4, Spellcraft +6, Use Magic Device +7,
Traits Trap Finder, Well-Informed (Knowledge (Local)),
Languages Ancient Osiriani, Common, Draconic, Sphinx
SQ armored casting, bardic knowledge, bardic performance, bonus bard spell, bonus feat, cantrips, countersong, humanoid traits, inspire courage, skilled,
Other Gear shortbow, leather armor, hot weather outfit, arrows (20) (2), pouch, belt, thieves' tools, backpack, sword, short, 68.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bard Spell Level 0

Bonus Bard Spell Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

Well-Informed (Knowledge (Local)) You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information.

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FEATS
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Point-Blank Shot
You are especially accurate when making ranged attacks against close target.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.


Description:

Cymric is a short human man, about 5 feet 6 inches tall, weighing in at 150 pounds. He has wild blondish hair, mostly bleached from his time in the sun. He wears leather armor under a hot weather outfit with a shortbow over one shoulder and a backpack on. He talks to himself incessantly, and whenever possible tells jokes. While there is a serious side to him, few know of this and fewer care for it.

History:

Cymric was born and spent his early youth in Osirion. When he became a teenager, he ran away from home, went to the costal city and stowed away on a ship to Absalom. There, after living on the streets for a while as both a bit of a rogue, and a bard spouting poetry and doing comedic acts, he came to the attention of the local Bardic College. As he was quite good for a young man, the College took him in and trained him. One of his loves was the Ancient Osirion language, and the gods of that time. He did worship Sarenrae, but was more eclectic in his religous view.

As he was nearing his time to go into the world on his own, he heard about the town of Wati, and that the old city was about to be opened to explorers to find treasure and information from the past. He, with the blessings of his order, gathered his equipment and left on the next ship for the town.

Other Information:

PbP stats
Race Line in Profile:
TN Male Human
bard
1
Class Line in Profile
(HP 8 AC:16 T:14 F:12 Saves F:+0 R:+6 W:+2 CMB:+0 CMD:14 Init:+4 Perc: +4)

Created using PCGen 6.08.00 RC5 on Jun 1, 2019


I’ll have something up by tomorrow.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm interested! I have an Occultist put together already.

When you say "no feat taxes" do you mean you are removing feat taxes, per the infamous blog post, or that you will *not* be removing feat taxes? Put simply, will players have access to power attack, deadly aim, etc. without having to spend a feat on it?

What is the deadline for submission? How much backstory are you looking for?


Background:
Lokhir was born and raised in Wati. His parents were pathfinders in their youth, and decided to settle down as historians, far away from the dangers of the field. In large part due to Lokhir’s conception. Growing up in the half-city, he was expected to be a scholar. While he did learn much from his tutors, that was not the life he dreamed of. Strong of arm and of mind, but not of patience, he wanted little more than to live the life of glory and adventure that his parents spoke of when they thought he was not listening.

Deciding that such wanderlust was not something that could be reasoned away, his parents did the next best thing. They tried to prepare him. From magic to swordplay to finding traps, he learned a little of everything. For what parents could bear to see their child fall to the dangers they had experienced? Now of age Lokhir is not a fighter, nor a wizard, nor a thief. He is an adventurer. Able to do a little of everything...even if his experience thus far is theoretical only.

Personality

Lokhir is a man driven by a desire to live up to expectations. He is serious, practical, and carefully polite. He attempts to do everything well, and is secretely insecure about his inability to truly master anything.

Lokhir is the ultimate generalist. Full BaB, up to lvl6 spells, Trapfinding, and with pertinent knowledge skills. And at lvl2 he will pick up healing spells. He won’t do anything as good as a specialist, but he’ll do everything alright. Plus as an Occultist he’ll be able to pull out some interesting tricks with his mental focus. Overall, he should be a good party member to have around, especially as he will provide his own resistance bonus to saves so he won’t have to fight for cloaks.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Haha, Lokhir is basically what I was going to submit. Oh well, I will submit anyway. I have a different backstory and am a different player; sorry for the competition, Grumbaki!

Lokhir:
I don't think you get Martial Skill until you take the Trappings of the Warrior as one of your implements.


I'll toss my hat in the ring with this fella. I need to scale him back, obviously. But the gist is there: a Sarenrae-worshipping bedouin equivalent who is mostly a sorcerer with a few levels of ranger thrown in as he progresses.


caps wrote:

Haha, Lokhir is basically what I was going to submit. Oh well, I will submit anyway. I have a different backstory and am a different player; sorry for the competition, Grumbaki!

** spoiler omitted **

Thanks for pointing that out! Full BaB at lvl2 then, and power attack at lvl3.

Also no hard feelings. I look forward to seeing your take.


@caps - yeah removing feat taxes.


I will keep recuitment open until 9pm (GMT)tonight (Sunday) and will make a decision then.

Liberty's Edge

Alright. Here she is.

Azwynn Khazarak

Crunch:

Female Dwarf Ranger 1
LG Medium humanoid (dwarf)
Init +4, Senses Perception +6

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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1 HD; 1d10 + 2)
Fort +4, Ref +4, Will +3; +2 racial bonus vs. poisons, spells, and spell-like abilities.

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Offense
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Speed 20 ft , but does not slow when under medium or heavy burden.
Melee falchion (s), damage 2d4+3, crit 18-20 x2
Cold Iron Dagger (p or s), damage 1d4+3, crit 19-20x2, range 10 ft (thrown)
Quarterstaff (b), damage 1d6+3, crit x2,
Ranged Blowgun (p), damage 1d2+3, crit x2, range 20 ft.
Shortbow (p), damage 1d6+3, crit x3, range 60 ft

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Statistics
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Str 16, Dex 15, Con 14, Int 12, Wis 14, Cha 10 (25 pt buy)
Base Atk +1; CMB +4; CMD 16
Feats: Quick Draw
Traits - Reactionary (+2 to init), Blood of Pharaohs (+1 to Will, Knowledge (Nobility) and Knowledge (Nobility) is a class skill.
Skills[/b] - Climb +3, Knowledge (dungeoneering) +5, Knowledge (Geography) +1, Knowledge (Nature) +5, Knowledge (nobility) +2, Perception 6, Spellcraft +5, Stealth +2, Survival +6, Swim +3
Languages: Common, Dwarven, Orc, Ancient Osiriani
SQ: Darkvision, Stonecunning, hardy, Weapon Familiarity battle axes, war hammers, heavy picks, and anything with ‘dwarven’ in the name; slow and steady, stability, track, wild empathy, greed. Hatred, defensive training
Magic Gear: None
Mundane Gear: bedroll, blanket, silk rope, chalk, twine, spell component pouch, flint and steel, crowbar, lamp, lamp oil x2, steel mirror, pitons x4, hammer, common shovel, alchemist’s fire x2, signal whistle, tindertwig, sack of flour x2, bag of marbles, empty sack x2, stone box from her grandfather.
Coin: 46 gp, 1 sp, 3 cp
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Special Abilities
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Darkvision
Dwarves have darkvision to 60 ft.
[Defensive Training]
Dwarves get a +4 bonus to AC against against monsters of the giant subtype.
Greed
Dwarves receive a +2 racial bonus on the Appraise skill checks to determine the price of non-magical goods that contain precious metals or gemstones.
Hardy
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred
Dwarves receive a +1 bonus on attack rolls made against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Slow and Steady
Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance.
Stability
Dwarves receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons as well as with light armor, medium armor, and shields (except for tower shields).
Animal Focus (Su)
At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time.
This ability replaces all instances of the favored enemy class ability.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ranger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Combat Style Feat (Ex) - Archery
At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Terrain
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Hunter’s Bond - Animal Companion. (Thinking maybe a small cat to fit with the theme.)
At 4th level, a ranger may choose to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his Animal Focus and favored terrain bonuses.

Shared Focus
At 7th level, a wild hunter can share his current animal focus with one creature appropriate to his hunter’s bond. If the wild hunter’s bond is with an animal companion, the companion automatically gains the benefits of the wild hunter’s current animal focus. If the wild hunter’s bond is with his companions, as a swift action he can select one bonded ally to gain the benefits of the hunter’s current animal focus; this lasts until the hunter’s bond ends, the animal focus ends for the wild hunter, or the wild hunter selects a different companion.
This ability replaces woodland stride and swift tracker.
Feats
Quick Draw - Draw weapon as a free action.

Description:

Azwynn is a taller than average Dwarf woman, about 4 feet 2 inches tall, weighing in at 155 lbs. She has long auburn hair, which she wears pulled back from her face in a high ponytail, tanned skin, and solemn deep brown eyes. She wears a breastplate as armor and carries a shortbow over her shoulder and a falchion on her hip. She has a nearly phobic dislike of scorpions and can be found prodding her sleeping area with her quarterstaff before bedtime muttering about “blasted buggers”. She is an indifferent follower of Torag, neither especially devout nor especially disobedient.

History:

Azwynn was born in Five Kings Mountains and spent her early youth there among her people. She was raised by a grandfather who was considered to be rather eccentric among the other Dwarves because of his belief that that the Khazarak line has in it the blood of Pharaohs. As a young Dwarf, Azwynn was incessantly bullied by other Dwarves her age, who taunted her about Dwarf blood not being good enough for her family.

She asked her grandfather, Bangrim, for proof of his claim, but he told her only that he’d tell her when she became old enough. With no proof to offer her tormentors, she began to get into fights with them, and when she almost killed one, she and her grandfather were ordered to move to a different cavern. Her grandfather chose a remote one, and Azwynn vowed never to speak of her grandfather’s claim to anyone, begging the old dwarf to do the same. Sadly he agreed, and the two began to rebuild their lives.

As she grew, she found she had a way with the beasts of the underground, and Bangrim encouraged her to seek further training in that area if it interested her. He arranged for her to meet a grizzled old Dwarf named Taurun, who wasn’t particularly thrilled at first about the idea of taking on an apprentice at his age. But he agreed to train her on a trial basis, and this led to a friendship between him and Bangrim.

Taurun had traveled the world in his younger days, and was always telling stories about his adventures in various places. He was also a big believer in Dwarves with his skills knowing about more than just underground animals, so he began to take Azwynn on trips out of the caverns and out into the world. He taught her weaponswork, survival, and tracking, and inspired her to want to be able to fight both at range and in melee.

Five years later, on the day Taurun told her he’d taught her all he could and it was up to her to find her own way now, Harfur, the biggest bully from her childhood and also the Dwarf she’d nearly killed, hobbled into her home cavern, ostensibly looking for a wife. Azwynn managed to avoid him, but not without him noticing her, and when she told her grandfather, Bangrim was sobered.

He said, “There’s al’ays been bad blood atween me an’ ‘at ‘Arfur’s fam’ly. My daddy an’ ‘is great grandaddy fought, I fought with his grandaddy, and my son fought wif ‘is daddy. Always over stupid, pidlin’ t’ings. W’en I were a young Dwarf, I t’ought it were important ta be standin’ up fer meself an’ fightin’ back. But acuz I did t’at, ‘is grandaddy killed me wife an’ yer parents. I done learned t’at t’ cost o’ fightin’ back do sometimes be more t’an a Dwarf be wantin’ ta pay. Ye gots a choice ta be makin’, Azwynn. ‘Arfur an’ ‘is fam’ly do be ‘oldin’ grudges more’n even t’ average Dwarf, an’ ye done clipped t’is ‘Arfur’s wings, an’ ’e ain’t gonna be fergettin’ t’at. Ye kin be stayin’ ‘ere an’ ‘ope ’e leaves ye be, which I ‘spect ’e won’t now t’at ’e knows where ye are, ’r ye kin ‘ead out inta t’ worl’ fer a while an’ let ‘im pitch a fit round here acuz ’e can’t find ye. He’ll ‘ventually ferget ‘bout ye an’ find some’n else ta be mad at. It ain’t like I do be wantin’ ye ta be leavin’, but e’s a fight ye no kin be winnin’ an’ I no do be wantin’ ta lose ye t’ way I lost yer grandmammy an’ yer parents. I’ve lived with guilt every day o’ me life since t’ey died, an’ it ain’t a life worth livin’. But th’ choice ‘ere do be yers.”

Azwynn agreed to think about it, and a few weeks later, she came back to her grandfather and said that she’d decided to leave the 5 King Mountains for a while.

“T’at does me ‘eart good ta ‘ear, lass. I only gots one more t’ing fer ye.” And he went and got a sealed box and handed it to her. “This ‘ere do be t’ best clue I got o’ our fam’ly’s Pharaoh blood. It be very delicate, an’ I ‘ad ta ‘ave a box made ta seal it up real tight. No be opening’ it til ye do be someplace real dry, like t’ desert. I always did be t’inkin’ I’d get out ta t’ desert ta look more inta it meself, but always was too busy. I know folk around ‘ere ain’t real open ta t’ idea o’ us bein’ related ta Pharaohs, but if ye do be wantin’ ta find t’ truth an’ some proof, I reckon yer old enough ta go lookin’ inta it now.”

And so with a hug for her grandfather, Azwynn left her home and set sail for the land of Osirion, where she spent some time adjusting to the heat of the desert, keeping herself fed, learning about the ancient Pharaohs, and even learning some ancient Osiriani. Her studies have thus far taken her to the city of Wati, where she hopes that searching for ancient artifacts will lead her to some reference of her family line so she can prove her claim once and for all.

Liberty's Edge

By the way, could someone explain to me what this 'feat tax' business means? I've never heard of that before.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Removing Feat Taxes in Pathfinder

Liberty's Edge

Ok. Just to make sure I understand ‘no feat taxes’. My build would normally call for picking up both Power Attack and Deadly Aim. I now basically get these at 1st level since as a ranger, my BAB is 1 at lvl 1 and they (as well as combat expertise) don’t count toward my feat totals? Cool!


Dotting for much interest, never played or run this AP. Looks like a Cleric would be very useful in this one. :)


This sounds wonderful! I'll create a submission tomorrow when I've had time to develop a story.


DBH here with my Cleric of Sarenrae.

crunch:

KAHINA OMARI

Female Human (Garundi) Cleric 1. NG Medium humanoid (human)

Init +0; Senses Perception +8,
Aura Aura of Good,

DEFENSE
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield, ), hp 11 (1d8)+3
Fort +4, Ref +0, Will +5

OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+2/18-20)
Melee light wooden shield -2 (1d3+1)
Ranged sling +0 (1d4+2), within 30 ft. +1 (1d4+3)
Melee club +2 (1d6+2)
Ranged club (thrown) +0 (1d6+3), within 30 ft. +1 (1d6+3)

Special Attacks Channel Positive Energy (1d6, DC 12, 5/day), Sun's Blessing,

Prepared Spells Prepared Spell List
Cleric (CL 1st):
1st - bless , endure elements (DC 14) , protection from evil (DC 14)
0th - create water , detect magic , light
*: Domain spell.
Deity Sarenrae; Domains Healing, Sun,

STATISTICS: Str 14, Dex 10, Con 14, Int 13, Wis 17, Cha 14

Base Atk +0; CMB +2; CMD 12

Feats Fast Learner, Selective Channeling

Skills Acrobatics -2, Appraise +1, Bluff +2, Craft (Untrained) +1, Diplomacy +6, Disguise +2, Escape Artist -2, Fly -2, Heal +3, Intimidate +2, Knowledge (Religion) +6, Perception +8, Perform (Untrained) +2, Ride -2, Sense Motive +7, Spellcraft +5, Stealth -2, Survival +3,
Languages Ancient Osiriani, Common, Osiriani

SQ Aura, Aura of Good, Bonus Feat, Orisons, Rebuke Death (6/day), Skilled, Spontaneous Casting,

Possessions scimitar; light wooden shield; outfit (hot weather); studded leather armor; silver holy symbol; club; Belt Pouch [ Sewing Needle; String (50 ft.); Flint and Steel; ]; Canteen ; Sling ;

SPECIAL ABILITIES

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a faint good aura.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Domains

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 6 times per day.

Seeker 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.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add a +1 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

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.

Fluff:

Keeping it simple. Kahina is a Wati native, drawn to the worship of Sarerae at a young age. She has lost family to the undead in the ancient tombs, and both wants to help others and rid Osirian of the many undead that plague it.

Kahina is polite, helpful and easygoing. She prefers to bring others to Sarenrae with her actions rather than her word.

Still have a little equipment to add, but Kahina is ready to go.

Any problems or questions just let me know.


Yikes, quick turnaround. I’ll try to flesh out my idea after work. If I’d known the recruitment would be this quick I’d have done it yesterday.

Silver Crusade

Here is my submission.

Note - I've applied for this and Hells Rebels. I really don't have time to participate in 2 more games at this point. So, please pick me for at most one of the games :-).

Menkarat is a Warpriest of the Old Osirion Goddess Neith (the goddess of War and hunting)

Background:

Menkarat comes from a small oasis far, far from the capital city.

Like most of the people in his community, although he gives lip service to Saranrae, his true devotion is to Neith, the ancient Osirion Goddess of the Hunt and of War.

He is the youngest son of a family that acts as the protector of their small village. Protector in both a spiritual and practical sense. Like all his family he is trained in the Old ways AND trained to hunt, whether the target of the hunt be men or animals or monsters.

However, his family is large and the village is well protected. And he is young and wants to see more of the world. So, he has come to Sothis to seek his fortune, to see more of the world, to possibly enhance the position of Neith in the world should the opportunity arise.

Personality:

Menkarat tends to be fairly quiet, letting others do the talking. He is eager to prove himself and, secretly, unsure that he actually has it in him to be the warrior that his family expect of him. He is afraid that, when confronted by evil or great danger he will flee.

He is young, inexperienced and a little naive and it shows. Although trained to sense lies in others he tends to see the good in people still.

He will learn.

Stats:

Menkarat
Human (Garundi) warpriest of Neith 1 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +4; +1 trait bonus vs. divine magic.
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +2 (1d4+2/19-20) or
. . dagger +2 (1d4+2/19-20) or
. . morningstar +2 (1d8+2)
Ranged composite longbow +5 (1d8/×3)
Special Attacks blessings 3/day (Good: holy strike, War: war mind), sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, divine favor
. . 0 (at will)—create water, light, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits devotee of the old gods, reckless
Skills Acrobatics +6, Knowledge (history) +6, Knowledge (religion) +6, Sense Motive +6, Survival +6
Languages Common, Osiriani
Other Gear chain shirt, buckler, cestus[APG], composite longbow, dagger, morningstar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Neith)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Neith, 139 gp, 1 sp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Azwynn wrote:
Ok. Just to make sure I understand ‘no feat taxes’. My build would normally call for picking up both Power Attack and Deadly Aim. I now basically get these at 1st level since as a ranger, my BAB is 1 at lvl 1 and they (as well as combat expertise) don’t count toward my feat totals? Cool!

You have read it correctly. :)

Liberty's Edge

With the generous point buy I decided to put a little more emphasis on the scholar part of the warrior scholar thing monks have going on. The Perfect Scholar archetype gets all knowledge skills as class skills. I might take the Irori deific obedience feat later, gives a bonus to all knowledge rolls, we'll see. I took the Vow of Truth and Vow of Silence and I fully intend to rollplay them along with Keeper Oread's whopping six charisma. The Isolated race trait removes common from his known languages. I have one known language empty right now, Is there some kinda sign language he can learn? The only sign language i can find is Drow, which is a secret language. Another PC could take it as well and improve communication.

Seeker Oread:
Male Oread Monk (Perfect Scholar)/1
LN Medium Outsider (Native)
Deity: Irori
Init +2;
Senses Darkvision 60' (Black and White); Perception +9

====================
Defense
====================
AC 16, Touch 16, Flat-footed 13 | +2 AC against rays

HP 12/12

Fort +4, Ref +4, Will +4 | +2 racial bonus vs. altitude fatigue and sickness

CMD 20
====================
Offense
====================
Speed 20 ft.

Melee

Monks Spade B/P/S +4/+4 (1d10+4/x3)
Unarmed B +5/+5 (1d6+3/x2)
Stunning Fist B +5 (1d6+3/x2 Fort DC 14)

Range

Shuriken 10' S +3/+3 (1d2+3/x2)

BAB +1
CMB +4
====================
Statistics
====================
Str 17, Dex 14, Con 14, Int 14, Wis 16, Cha 6
Languages Azlanti, Ancient Osiriani, Osiriani, Terran, ?

=========
Tracked Resources
=========

Crystalline Form: 1/1
Stunning Fist: 1/1

=========
Feats
=========
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Dodge: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Weapon Focus(Unarmed Strike): +1 Attack with Unarmed Strikes

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

=========
Special Abilities
=========
Archetype: Perfect Scholar

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

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.

Isolated: Many oreads are loners and raise their families in isolated groups, either in deep caverns or high mountains. They gain a +2 racial bonus on Perception checks and Knowledge (dungeoneering) checks, and they can use Knowledge (dungeoneering) untrained. They begin play speaking only Terran, rather than Common and Terran. This racial trait replaces energy resistance and alters the oread’s starting languages.

Mountain-Born: Oreads are drawn to mountains and other high places, and after many generations they’ve grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.

Vow of Silence (+1 ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow.

Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on.

Darkvision (60 feet) You can see in the dark (black and white only).

Blood of Pharaohs: 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 an ancient language(Azlanti) as one of your bonus languages.

Osirionologist: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

========
Combat Gear
========

Monk's Robes (0 GP; 2WGT)
Monk's Spade (0GP; 12WGT)
Shuriken(20) (4GP; 2WGT)

========
Gear
========

Carried:

Platinum: 0
Gold: 26
Silver: 00
Copper: 00

Encumbrance: 16.0 WGT Light Load.

=========
Skills
========

A perfect scholar adds Knowledge (all) and Linguistics to his list of class skills, instead of Intimidate and Perform.
This ability alters the monk’s class skills.

Total Mod = Skill + Ranks + Misc
Acrobatics (Dex) 6 = 2 + 1 + 3 (+2 to cross narrow ledges/jump)
Knowledge (Dungeoneering) 8 = 2 + 1 + 5
Knowledge (Engineering) 7 = 2 + 1 + 4
Knowledge (History) 7 = 2 + 1 + 4
Knowledge (Nobility) 7 = 2 + 1 + 4
Linguistics 6 = 2 + 1 + 3
Perception 9 = 3 + 1 +5

========
Levels
========

Favored Class: Monk
Level 1: Monk; FCB: +1SP
===============================
Level 1 Feat: Pummeling Style
Monk Level One Bonus Feat: Dodge


Brief History:

Seeker Oread hails from a monastery deep in the Brazen Peaks, the impenetrable mountain range between Osirion and Katapesh. His mother traveled to the monastery to give him up at his birth and he knows nothing of her or her life, save a small portrait of her that was painted by a monastery artist before she departed from his life forever.

Monastic life was natural for Seeker Oread. His kind have an innate desire for a quiet, structured, disciplined life. He never felt like he didn't belong among the mostly human population and he took great pleasure in perfecting his body and mind.

Like all oread, Seeker Oread had an easy mastery of martial combat but the path of the dedicated warrior was not his to walk. The long-lived races with strong elemental mastery made ideal scholars, but a purely scholarly life would have been a waste of his physical capabilities. So, on his sixtieth birthday he was inducted into the order of the Seekers, warrior-scholars that leave the monastery to seek out ancient or lost knowledge. After a short decade of additional training to prepare him for the outside world and learn his roll as a seeker, Seeker Oread left the monastery. His first assignment was to follow the Crook east to Wati. Rumors were spreading that the prince would be opening tombs that had been sealed for thousands of years for exploration.

Seeker Oread has a given name - the name his mother gave him - but his name has no relevance to his current quest, so he left it behind. Any associates he might gain do not need to know who he is, only what he is. He is Seeker.

Seeker Oread has taken a Vow of Truth, an absolute necessity for someone seeking knowledge, and a vow of Silence, to better be able to focus on his work.

He is six feet tall and while the same size and shape as a human, his kinds dense bones and skin put his weight at over three-hundred pounds. He has no hair of any kind and skin that could best be describes as "obsidian", a deep black that scatters the light that strikes him. Four thin, white scars run vertically over his lips - a reminder of his Vow of Silence. He wears no shoes, simple but high quality, loose-fitting, brown cotton pants, and nothing else, save for a leather bracer on each forearm. The bracers serve two purposes. A wooden slat on the backside of the bracers allow him to block weapon strikes he cannot dodge. On the underside of each bracer are five horizontal slits in the leather, the tip of a metal shuriken poking out of each slit for easy access when he needs a ranged weapon.

He is a devout worshiper of Irori and spends at least two hours a day worshiping though excersize and intellectual pursuits. Despite his Vow of Silence allowing communication through sign language, Seeker Oread almost never attempts to communicate with anyone. His face looks to be chiseled from stone and unless he has a goal that requires movement he rarely moves at all.


Are we doing background skills? I ask because I love having skill points :)


Yeah background skills fine.

Liberty's Edge

I've added a few tweaks to Azwynn's main profile at https://paizo.com/people/AzwynnKhazarak, just to reflect the 'no feat tax' rule and her background skills. I'd have added it to her profile on this thread, but I can't get back in to edit it.

Liberty's Edge

Crisischild wrote:
With the generous point buy I decided to put a little more emphasis on the scholar part of the warrior scholar thing monks have going on. The Perfect Scholar archetype gets all knowledge skills as class skills. I might take the Irori deific obedience feat later, gives a bonus to all knowledge rolls, we'll see. I took the Vow of Truth and Vow of Silence and I fully intend to rollplay them along with Keeper Oread's whopping six charisma. The Isolated race trait removes common from his known languages. I have one known language empty right now, Is there some kinda sign language he can learn? The only sign language i can find is Drow, which is a secret language. Another PC could take it as well and improve communication.** spoiler omitted **...

Ooh, ooh! Linguistics is a background skill, so we could all take it and get some common languages that way. It wouldn't be in character for Azwynn to learn too many extra languages, but I could say that her mentor, Taurun, sold her on the idea of learning 2-3 spare languages so she can privately communicate with her teammates if need be.

So if we both get picked, you can count on Azwynn for some communication help.


Here is Gaming Ranger's submission: Okaris Druid (storm druid).

He is a storm druid which means his primarily a caster who can do blasts and battlefield control with some minor buffing and healing. He should also be able to help at on the front lines with a high strength, good AC, 14 hit points at first level, and wildshape (eventually) or he can be a ranged blaster.

Image (link)

Appearance:

Okaris is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is bronzed from constant exposure to the elements and is covered in scars that accentuate the hard, dangerous lines of his body. Although he is a big man, Okaris moves with the grace of a large cat and has the predatory gaze of a desert jackal. He has smoldering grey eyes, the color of the sky right before a storm, which are set below a low and broad brow. His dark, scarred, almost sinister face is that of a warrior, with a black flowing mane of hair worn loose reaching below his shoulders and a thick beard. Okaris has a loud booming voice like stone breaking. The large man’s head is usually covered with a white Keffiyeh and he wears robes of brown, grey, and tan, the colors of the desert.

Personality:

Okaris is curious and inquisitive, this, combined with the fact that he cans seldom hold his tongue has often led him into trouble. He is also superstitious, and has a deep distrust of arcane magic. Okaris has a unique sense of honor refusing to lie, except to enemies, and is reluctant to harm women. At times he speaks in riddles.

Background:

The Orasian Desert is a hard and unforgiving land that has produced hard and unforgiving people. Okaris, one of the Yerbira, is one such product.

Okaris was born during a storm, on the longest night of the year, in the wasted lands along the trade route between Sothis and Shiman-Sekh. It is said that Okaris was born dead and through some dark magic his mother, an alleged witch, traded her life for his. Regardless, Okaris was raised by his father a merchant and carpet weaver of renown amongst his tribe.

Okaris was an energetic and curious child, although he didn’t show much aptitude or interest in weaving. His lessons began at a young age and his father was a hard task master in showing him the weaver’s art. Suffice to say that after a short while it became clear to Okaris that he was not meant to be a weaver. He was too much of a free spirit and time at the weavers loom chaffed at him. It seemed that he was always dying, shearing, knotting, or tying when he would rather explore the vast desert around him.

This curiosity eventually led Okaris into trouble and he was accused of breaking one of the tribes many taboo’s. He was accused of converting with unclean beasts. As punishment for his crime he was thrown into the Desert’s Mouth. Unable to climb out on his own and desperate Okaris began to pray. To the boy’s surprise not long after he began his prayer a rope was thrown down into the pit. With hope Okaris climbed out of the pit expecting to see his father at the other end. However, to his surprise, it was the village wise woman waiting at the other end. "I do this for your mother. Your life is yours now but do not return to the tribe," the wise woman warned.

The desert nomad made his way to the Half-City Wati in hopes to find his fortune or at least survive another season.


Crunch:

Okaris
Age 20; Height 6' 5"; Weight 220 lbs
NG Medium humanoid (human, Yerbira [Garundi])
Init +2; Senses Perception +7

DEFENSE
AC 18, touch 12, flat-footed 14 (+2 armor, +2 shield, +2 Dex)
Hit Points 14
Fort +4, Ref +2, Will +5 +2 save vs death effects

OFFENSE
Speed 30 ft. (30 ft in armor)
Melee Scimitar +4 (1d6+4/18-20 x2), or Club +4 (1d6+4/x2),
Ranged Sling +2 (1d4+4/x2) 50 ft, or club +2 (1d6+4/x2) 10 ft
Spells Prepared (CL 1st; concentration +4)
0 (3 /day, DC 13) — Create Water, Detect magic, Light
1st (2 /day, DC 14) — Cure Light Wounds, Snowball Domain spell Obscuring Mists

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 17, Cha 8
Base Atk +0 CMB +4; CMD 16
Feats (1) – Toughness (1st Level),
Traits Magical Lineage [magic], Resurrected [campaign]
Skills(ACP-4)(4/level) – Climb +8 (1 rank), K(Nature) +6 (1 rank), Perception +6 (1 rank), Survival +9 (1 rank), Handel animal +3 (1 BG rank), K(Geography) +4 (1 BG rank)

FCB – Level 1 – 1HP,
Languages(1) Common, druidic
SQ Spells, Spontaneous Casting, Orisons, Natures Bond [weather], Storm Burst (5x/day), Domain Spells, Nature Sense, Wild Empathy

Combat Gear – Leather Lamellar (25 lbs, free), Shield, Heavy Wooden (10 lbs, 7 gp)Dagger (1 lbs, 2 gp), Sling (-), Sling Bullets 20 (10lbs, 2 sp), Club (1 lbs, -), Scimtar (5 lbs, Free)
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Spell Component Pouch (2 lbs, 5 gp), Backpack (2 lbs , 2 gp), Bed roll (5 lbs, 1 sp), Blanket (3 lbs, 5 sp), Hemp Rope 100' ( 20 lbs, 2 gp), Case, Scroll (1/2 lbs, 1 gp) Scroll (cure light wounds)[x1] (- lbs, 25 gp), Acid flask [x2] (2 lbs, 20 gp)

GP: 2; SP: 2; CP: 0

Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 83 lbs


Presenting Cymric Baird; now with Background Skills:

LINK to Updated Profile

Crunch:

Cymric Baird
Male Human bard 1
TN Medium humanoid (human)
Init +4, Senses Perception +4

=================================================
DEFENSE
=================================================
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, )
hp 8 ((1d8))
Fort +0, Ref +6, Will +2

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged shortbow +4 (1d6/x3), within 30 ft. +5 (1d6+1)
Melee sword, short +0 (1d6/19-20)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +4)
1st(2/day)-hideous laughter(DC 14), sleep(DC 14)
0th(at will)-dancing lights, daze(DC 13), detect magic, light, message

=================================================
STATISTICS
=================================================
Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Precise Shot
Skills Appraise +6, Disable Device +9, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +8, Perception +4, Perform (Comedy) +7, Perform (Oratory) +7, Sense Motive +4, Spellcraft +6, Use Magic Device +7,
Traits Trap Finder, Well-Informed (Knowledge (Local)),
Languages Ancient Osiriani, Common, Sphinx
SQ armored casting, bardic knowledge, bardic performance, bonus bard spell, bonus feat, cantrips, countersong, humanoid traits, inspire courage, skilled,
Gear shortbow, leather armor, hot weather outfit, arrows (20) (2), pouch, belt, thieves' tools, backpack, sword, short, 68.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Background Skill (Perform (Comedy), Perform (Oratory))

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bard Spell Level 0

Bonus Bard Spell Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

Well-Informed (Knowledge (Local)) You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information.

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FEATS
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Point-Blank Shot
You are especially accurate when making ranged attacks against close target.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Description:

Cymric is a short human man, about 5 feet 6 inches tall, weighing in at 150 pounds. He has wild blondish hair, mostly bleached from his time in the sun. He wears leather armor under a hot weather outfit with a shortbow over one shoulder and a backpack on. He talks to himself incessantly, and whenever possible tells jokes. While there is a serious side to him, few know of this and fewer care for it.

History:

Cymric was born and spent his early youth in Osirion. When he became a teenager, he ran away from home, went to the costal city and stowed away on a ship to Absalom. There, after living on the streets for a while as both a bit of a rogue, and a bard spouting poetry and doing comedic acts, he came to the attention of the local Bardic College. As he was quite good for a young man, the College took him in and trained him. One of his loves was the Ancient Osirion language, and the gods of that time. He did worship Sarenrae, but was more eclectic in his religous view.

As he was nearing his time to go into the world on his own, he heard about the town of Wati, and that the old city was about to be opened to explorers to find treasure and information from the past. He, with the blessings of his order, gathered his equipment and left on the next ship for the town.

Other Information:

PbP stats
Race Line in Profile:
TN Male Human
bard
1
Class Line in Profile
(HP 8 AC:16 T:14 F:12 Saves F:+0 R:+6 W:+2 CMB:+0 CMD:14 Init:+4 Perc: +4)

Created using PCGen 6.08.00 RC5 on Jun 2, 2019


1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I am pleased to present Ogochukwu, a male LG human (Mwangi) Occultist (Panoply Savant).

Background and Stuff:
Backstory
Ogochukwu grew up in the Mwangi expanse among the Zenj. He was a bright, athletic boy, though a little quieter than most. His life was simple. As he grew into adolescense, the simplicity of his life quickly changed. He began to be more and more curious about the rest of the world, its history, and the people and things in it. As he began to grow into manhood, his father told him the secret of their family--the blood of ancient Osirion pharoahs pulsed through their veins. His father didn't make much of it, but told him that he should always hold his head high, and never let anyone talk down to him or treat him with disrespect. He took this advice to heart.
After passing his initiation rites, he became an amateur explorer, going through caves, ruins, jungles, and forests with a few of his friends. On one such exploration in a cave by himself, he found the corpse of a pathfinder. When he touched the pathfinder's weapon and armor, he felt it call to him. He gave the pathfinder a burial--and took the gear for his own.
Now a grown man, his horizons for explorations have expanded. Eager for more knowledge and discovery, curious if there are other things in the world that might call to him like these ones have, and curious to know more about his Osirion heritage, he sets out for Wati...

Appearance
Although some Osirion blood runs in his veins, Ogochukwu is every ounce the Mwangi on the outside. (I'll pick a more detailed appearance based on available profile pictures when I create an alias upon being selected).

Personality
Ogochukwu has an open, friendly face and smile. He is not quite naive, but he is far from being experienced in the ways of the world. He was brought up with very strong ideas of right and wrong, and he holds very strongly to them. Sometimes he can be obstinate.

Stats:
__________________________________________________________________

Ogochukwu
Panoply Savant Occultist 1
LG Medium humanoid (human; Mwangi (Zenj))
Init +2; Senses Perc +4, SM +4,

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Defense
--------------------
AC 17, touch 12, flat-footed 15 (10 base + 5 armor + 2 Dex)
HP 9/9 = (8 + level 1 * (1 Con))
Fort +4, Ref +4, Will +4, (see Warding Talisman)

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Offense
--------------------
Speed 30 ft.

Melee
bardiche, attack: 1d20 + 3 ⇒ (10) + 3 = 13
cold iron, slashing: 1d10 + 4 ⇒ (3) + 4 = 7

cestus, attack: 1d20 + 3 ⇒ (8) + 3 = 11
silvered, bludgeoning or piercing: 1d4 + 3 ⇒ (3) + 3 = 6

Ranged
javelin, attack: 1d20 + 2 ⇒ (15) + 2 = 17
piercing: 1d6 + 3 ⇒ (2) + 3 = 5

Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

--------------------
Statistics
--------------------
Str 17
Dex 15
Con 12
Int 17
Wis 10
Cha 7

Base Atk +0; CMB +3; CMD 15

Feats
1: Combat Reflexes
Bonus: Extra Focus Power

Traits
Blood of Pharoahs: +1 will, +1 knowledge (nobility) and it is a class skill, add ancient osirian to bonus language list
Deft Dodger: +1 reflex

Languages
Common, Mwangi
High intelligence: Ancient Osiriani, Sylvan, Undercommon
Linguistics: Polyglot

SQ
Skilled
Bonus feat

Knacks, DC13
message, resistance

Psychic Spells
Level 1, DC14, 2/2
lead blades, shield

Mental Focus (4 points)
Panoply Specialization (Trappings of the Warrior)
Implements (Abjuration (2/2 points), Transmutation (2/2 points))
Focus Powers, DC14 (Legacy Weapon, Mind Barrier, Size Alteration, Sudden Speed)
Resonant Powers (Physical Enhancement, Warding Talisman)

Skills 7 ranks = level 1 * (4 class + 3 Int + 1 skilled) - 1 background rank
+7 knowledge, arcana (1 ranks + 3 class + 3 Int)
+7 knowledge, planes (1 ranks + 3 class + 3 Int)
+7 knowledge, religion (1 ranks + 3 class + 3 Int)
+4 perception (1 ranks + 3 class)
+4 sense motive (1 ranks + 3 class)
+7 spellcraft (1 ranks + 3 class + 3 Int)
+2 use magic device (1 ranks + 3 class - 2 Cha)

Background Skills 3 ranks = 2 ranks + 1 normal ranks
+7 knowledge, history (1 ranks + 3 class + 3 Int)
+8 knowledge, nobility (1 ranks + 3 class + 3 Int 1 + 1 trait)
+7 linguistics (1 ranks + 3 class + 3 Int)

Combat Gear
FREE (26gp) cold iron bardiche (transmutation implement)
FREE (50gp) scale mail (abjuration implement)
25gp silvered cestus
3gp javelins (3)
10gp acid flask
20gp alchemist's fire
25gp holy water

Other Gear
15gp dungeoneering kit (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)
Occultist's kit
12gp pathfinder's kit (a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone)

23gp remaining

--------------------
Special Abilities
--------------------
Full-text forms of powers from the SQ list will be listed here

Grand Lodge

I'd like to submit Jakreg, a half-orc Unchained Rogue for consideration.

Statistics:
Half-Orc (Sacred Tattoo) Unchained Rogue 1 – Jakreg
Age 18; Height 6' 4"; Weight 276 lbs
N Medium humanoid (half-orc)
Init +4; Senses Perception +6 (+7 to locate traps); darkvision 60'

DEFENSE
AC 17, touch 15, flat-footed 12, CMD 16 (+2 armor, +4 dexterity, +1 dodge)
Hit Points 11 (+8 rogue, +2 constitution, +1 favored class bonus)
Fort +4, Ref +7, Will +3 (+2 vs curses & mummy aura of despair)

OFFENSE
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20/x2), light mace +4 (1d6+1/20/x2)
Ranged Dagger +4 (1d4+4/19-20/x2) 10 ft
Special Abilities – Sneak Attack +1d6

STATISTICS
Str 12, Dex 18, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats – Dodge, Weapon Finesse
Tax Feats - Combat Expertise (-1 attack, +1 armor class), Deadly Aim (-1 attack, +2 damage), Mobility (+3 above dodge only)
Traits – Mummy Cursed, Life of Toil
Skills (ACP -2, ranks: +8 Rogue +1 Intelligence +2 background) – Acrobatics +8, Appraise +5, Bluff +4, Climb +5, Disable Device +9, Escape Artist +9, Intimidate +6, Knowledge (dungeoneering) +5, Perception +6, Sleight of Hand +8, Stealth +8
Skill Ranks – Acrobatics 1, Bluff 1, Climb 1, Disable Device 1, Escape Artist 1, Intimidate 1, Knowledge (dungeoneering) 1, Perception 1, Stealth 1
Background Skill Ranks – Appraise 1, Sleight of Hand 1
Languages – Orc, Taldane (Common), Osiriani
SQ – Finesse Training, Trapfinding +1

Combat Gear – leather armor (15 lbs), 3 daggers (3 lbs), light mace (4 lbs), alchemist's fire (1 lbs)
Other Gear hot weather outfit (4 lbs), masterwork backpack (4 lbs), chalk, flint & steel, silk rope (5 lbs), thieves' tools (1 lbs), 2 sunrods (2 lbs), 5 days trail rations (5 lbs), waterskin (4 lbs), mess kit (1 lbs), 15 gold, 2 silver, 9 coppers
Carrying Capacity Light: 50, Medium: 100, Heavy: 150 (13 effective strength from mwk backpack)
Total Carried 49 lbs

Background:
Jakreg could still remember his life as livestock, more or less. It was a hazy memory from six years ago, when Pharasmin priests had rescued him from the pens of a Gebbite noble. He didn't remember anything from before that. Cattle weren't expected to think much, and for the most part didn't. They'd determined afterward based on his tattoos that he was born somewhere in Varisia or Belkzen, but weren't able to determine more than that.

With no where else to go, Jakreg fell in with Sardoris Meralen, a mercenary from the Pharasmin expedition. Sardoris found work for them with the Aspis Consortium and began teaching Jakreg the dangerous trade of tomb robbing. The young half orc picked up the lessons quickly and was about to move up from a contractor position with the Aspis when Sardoris suddenly died, the victim of a nasty scythe trap.

After Sardoris's death, Jakreg had to deal more closely with the Aspis overseers at the dig site and eventually decided that he found the organization distateful, driven in part by their disrespectful treatment of Sardoris after his death. He left the Aspis operation and bounced around with a few independent outfits for a year.

Jakreg takes pride in his work as a dungeon explorer and is eager to prove his skills to his companions. He attempts to exhibit a high degree of professionalism in his work, one of the few things he saw in the Aspis worth emulating.


Ok, I've now looked at all the characters and it's been really tough to make a decision. However, I've thought long and hard about it and the players who I've gone for are as follows:

Papa DRB

Azwyn

Gaming Ranger

Crisischlild

Kidhir

Caps

DBH

As some of the characters were so good I've increased the number of players but can't do any more than this.

To everyone else, thank you for your interest.


Well, crap. I see the selection right above mine. I thought you weren't picking until tonight? This was going to be my submission post. Oh well, there goes a couple hours of work.


Role:

Spoiler:
His strategy is to deal damage from afar while being comfortable with fighting up close if needed. He will also be decent at gathering information, moving around and as an alternative face.

Background:

Spoiler:
Rashem has been living in Wait for as long as he remembers, but there isn't much of a place he would call home. His parents were never rich, but provided him with enough utilities to live comfortably.

When he was a child, he and his friends would travel to the Necropolis on a series of dares and adventures. The land was indeed dangerous (and a few of his friends didn't survive), but that experience came in handy when he became a guide for foreign explorers.

His experience with them has been mixed. While some have been enjoyable to meet, others either met him with disdain or would rather raid the area with no regard to those who lived there.

It was one harrowing experience that allowed him to gain his powers. A routine trip with Cheliaxian explorers became a battle for survival as he was held hostage in order to raze an ancient burial tomb. He would have been disposed of if not for someone triggering a trap that summoned zombies after them. The party was slaughtered, but it was that moment of panic that he first manifested his fire powers. With this newfound skill and intricate knowledge of the area, he escaped, exhausted yet alive.

Rather than scare him out of exploring, he decided to do some personal exploration of his own, finding new tombs and sending the information to researchers in the city.

Motivation:

Spoiler:
An easy-going man, he strives to find a party that would allow him to explore areas of the Necropolis that would be too dangerous for him to explore himself.

Appearance

Spoiler:
At 5'10, he is about average in height. He keeps his hair curvy yet short, but takes a particular amount of pride in his fairly long beard. Otherwise he wears clothes typcial of a citizen of Wait albeit in clothes capable of tumbling through ancient temples.

Personality:

Spoiler:
Rashem is rather laid back and seeks to enjoy life. Slow to anger yet easy to laugh, he is sure to make quick friends with most parties. The only thing that annoys him is anyone who would badly desecrate obviously sacred tombs. While he isn't religious, he is fond of the ancient gods who once ruled the area.

EDIT: I had to redo the whole thing when it got deleted too. Damn.

Liberty's Edge

@Oachitonian: Sorry you had the wasted work, but he did say 9 pm GMT. So there’s a timezone offset if you’re not in that zone. I’m in US Mountain, we’re usually GMT -7, but with daylight savings time, we’re GMT -6, for a cutoff time of 3 pm MDT.

Better luck next time!


Ah, I missed that. Mea culpa.


Looking to recruit one replacement player for the campaign- party are currently level 4- please message me if you are interested.


Hello all

I have PMed the DM; and with his approval, I am posting my interest here. I have read the Player's Guide, read the previous 3 pages in Game Thread, and explored Wati on Pathfinderwiki.
I think that my idea is a Warpriest of Pharasma.
I am thinking Death and Healing Domains; along with the

Mummy's Curse Trait:
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.

I am still kicking around Race; although I thought Gnoll would be hilarious; it is not playable...lol.

I have looked over your current roster. It seems that you have most things covered, although Wisdom is a bit lacking; hence, thinking Warpriest.

I am very active on these boards. If you all approve, I shall begin writing him up.

Thank you for the opportunity. I do like the Theme of this AP.

EDIT: I did find this Gnoll ?


Oof, I always wanted to play Mummy's Mask but I am in the middle of running a campaign that includes it so I probably have to wait for that to finish +X years to forget it.


Hi all. I also PM'd your GM. Definitely interested. Have read the last few pages of your game.

With the mix of classes I see I was thinking that you are short a front line fighter type. Thinking half-orc spiked chain specialist. ??

Campaign trait would be Undead Crusader.

Feel free to PM me if you think I'm way off. I'll be working on writing up the crunch and replacing the CS on this alias.

Thanks!


This is Dorian Grey's work in progress...

Any questions, comments, concerns are welcome.

Scarab Sages

Interest!

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