Death-Lok's Mummy's Mask - amended (Inactive)

Game Master Death-Lok


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The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging and explorers are needed to recover them! The Ruby Prince Khemet III has ordered the government of Wati and the church of Pharasma to open the city of Wati’s necropolis to exploration. This development has attracted a number of adventurers and scholars and merchants to the area. What wonders will you find?

Take a look at the free player's guide to familiarize yourself with the city of Wati. I am going to run an amended PbP - may veer off the standard rails.

Character creation guidelines (Looking for 4 players):
2nd level (gives your character some history)
20 point buy
No evil
Skills: Per PHB
Classes: All allowed except no summoner and no psionics.
Races: Core + aasimar preferred; others better come with great backgrounds to justify their presence
GP: 1000
HP: Max 1st level and 1/2+1 for second level
2 traits (1 may be campaign but not necessary, especially if you are an outsider)
Posting: 1/day at a minimum

Looking for a character sheet and the following:
1. Visual description of character (feel free to post link to images if you have something specific in mind)
2. Tell me about your personality - Why do you care about tomb exploring? Why risk death at the hands of ancient traps or untold horrors buried away?
3. Are you a native of Wati or found yourself here for reasons beyond your control?

I will leave this Recruitment open for a week. Any other questions, let me know and thanks for considering this PbP.


By no psionics, did you mean no Dreamscarred Psionics Psionics stuff, or no Occult classes?


Interested. I like the idea of starting at 2nd level. I’ll see what I can cook up.

Good luck with your recruitment.


Vrog Skyreaver wrote:
By no psionics, did you mean no Dreamscarred Psionics Psionics stuff, or no Occult classes?

No Occult classes. No 3rd party either.


Okay, that's what I needed to know!

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Do you allow unchained versions of character classes?


John Woodford wrote:

Do you allow unchained versions of character classes? [/QUO

Yes

Scarab Sages

Looks good! I'm putting together a Dawnflower Dervish Bard 1 / Herald Caller Cleric 1 who will be taking all further levels in cleric. Two questions:

1. Is Fractional Base Bonus Progression from Unchained allowed for multiclassing?

2. How do you want starting wealth calculated? Thanks!


rdknight wrote:

Looks good! I'm putting together a Dawnflower Dervish Bard 1 / Herald Caller Cleric 1 who will be taking all further levels in cleric. Two questions:

1. Is Fractional Base Bonus Progression from Unchained allowed for multiclassing?

2. How do you want starting wealth calculated? Thanks!

1. No

2. I listed wealth in initial thread: 1000 gp.


I have an idea for a character for this:

Sidron Drywhistle - Gnome Bard (Archaeologist) 1, Alchemist (Preservationist) 1

Sidron would be a young gnome, freshly graduated from an academy of some sort, keen to discover the world. I’m thinking maybe from Absalom originally.

He has been dreaming about joining an expedition into the Tombs of Osiris ever since word came that the Pharoah was allowing groups to explore the tombs, and has now completed his studies and made his way over there, to find that Wati is the next hotspot for such things.

Will do a more detailed write up later, just wanted to get something up here.


Okie, dokie, here is my submission:

Damian Sol:

AL Human (Taldan) Arcanist 2

str 8
dex 12
con 14
int 14
wis 10
cha 18

HP 16
AC 12/16; T: 11; FF: 11/15 (10 base +4 mage armor +1 dex +1 natural)
BAB 1
Init +1

Fort +2
Ref +1
Will +3/5 vs. fear

Speed 30'

Weapons:
1) Melee Touch: +0 to hit
2) Ranged Touch: +2 to hit

Skills:
Diplomacy r1 +8
Knowledge (Arcana) r1 +6
Knowledge (History) r1 +6
Knowledge (Local) r0 +3
Knowledge (Plane) r1 +6
Knowledge (Religion) r1 +6
Linguistics r2 +7
Spellcraft r1 +6
UMD r2 +9

Languages:
Ancient Osiriani
Draconic
Common
Nekril
Osiriani

Class Features:
*Archetype: Unlettered Arcanist

*Arcane reservoir (Starting: 7 pts; Max: 8 pts)
*Consume Spells (4/day)
*Familiar (Percy; Turtle; +1 natural armor bonus to AC, Alertness, improved evasion, share spells; HP: )
*Witch Spells

Spells and Exploits:
Spell DC: 12 +Spell Level
Exploit DC: 15
Spells/Day: -/4
Spells Prepared: 5/2
Spell Slots:

Spells Known:
*Cantrips:
All

*First:
Burning Hands
Chill Touch
Cure Light Wounds
Detect Secret Doors
Ear-Piercing Scream
Frostbite
Mage Armor

Arcanist Exploits:
*Dimensional Slide (20'; 1 pt)
*Flame Arc (1d6+4; 30' line; ref half; 1 pt)

Traits:
Wati Native (+2 to save vs. fear, +1 to know: local, know: local as a class skill)
Blood of Dragons (Low-Light vision)

Feats:
Extra Arcanist Exploit
Extra Reservoir

Equipment:
Courtier's Outfit x2 -60 gp
Jewelry for Courtier's Outfit -50 gp

Scroll of Cure Light Wounds x2 -50 gp
Wand of Mage Armor -750 gp

90 gp

Backstory:

While Damian was born in Wati and has lived here all his life, he is of Taldan descent. His great grandfather brought his family here a century ago in order to run this hub of Sol Imports, a mercantile consortium that spans Golarion; unlike most mercantile consortiums, Sol Imports focuses exclusively on caravans and warehousing.

It was into this life of caravaning that Damian was born.

His parents, both wealthy merchants, sent him to study at a private school for mages in the Morning Sun district when his talent for magic was discovered. It was while at school that his first arcanist exploit manifested: he was sitting in a boring lecture about planar confluences and wished he was anywhere else. In that instant, he was crashing to the ground, as he had teleported 10' outside the wall of the building and fell a two stories.

After graduation, Damian spent some time working as a caravan guard for his family's company, but was uninterested as nothing ever seemed to happen during his time guarding. Eventually, he returned him, where he heard the news that Wati was finally going to open up the tombs to exploration and he decided that this was the excitement that he was looking for.


I’m interested. I’ll try to have something ready by week’s end.


Death-Lok wrote:
Vrog Skyreaver wrote:
By no psionics, did you mean no Dreamscarred Psionics Psionics stuff, or no Occult classes?
No Occult classes. No 3rd party either.

Boo to no occult classes... Archeology + Occultist's (due to the old objects focus thing) fits really well. Oh well, I will see if I come up with something...


I've got a PC that's crunched for level 1; I can move her up to level 2 with 1000gp without too much trouble, but I want to make sure the rest is kosher (since she's not a Core/Aasimar) before I move forward with the math!

Basic Idea:

PC is a third-generation kitsune gladiator from Iblydos who, due to her ability to change forms, worked twice as many battles as her peers under two different stage names, relying on a bardic friend to sow her wounds together with her song.

One day, she was bid to approach one of the Cyclopes, who told her that her path to glory was not in the arena, but west, in the depths of Garund. She is skeptical-- Cyclopsian fortunes have not been accurate in a long time-- but the opportunity must not go to waste, she figures!

She has a chip on her shoulder (as warriors often point out that gladiatorial combat is nothing like "real" combat) but is well-educated.

If that idea's out right at the gates, let me know and I'll move along. If not, happy to work out the rest of her details!


Here is my application. All the information on build, background, personality, and appearance (image included) is in the profile. It's almost complete. I still need to finalize gear and I'm sure it needs another edit to catch mistakes.

Zhalet will be able to do all the typical cleric stuff, and should be better at skills, especially social, than is usual for a cleric. At this time I expect all future levels to be in Cleric. But I am eyeing the Evangelist prestige class as a possibility on down the line.


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VixieMoondew wrote:

I've got a PC that's crunched for level 1; I can move her up to level 2 with 1000gp without too much trouble, but I want to make sure the rest is kosher (since she's not a Core/Aasimar) before I move forward with the math!

** spoiler omitted **

If that idea's out right at the gates, let me know and I'll move along. If not, happy to work out the rest of her details!

I would have to see the numbers and the build and your future plans to make a final decision.


Zhalet Soroush wrote:

Here is my application. All the information on build, background, personality, and appearance (image included) is in the profile. It's almost complete. I still need to finalize gear and I'm sure it needs another edit to catch mistakes.

Zhalet will be able to do all the typical cleric stuff, and should be better at skills, especially social, than is usual for a cleric. At this time I expect all future levels to be in Cleric. But I am eyeing the Evangelist prestige class as a possibility on down the line.

Very cool image and build!


Death-Lok wrote:
VixieMoondew wrote:

I've got a PC that's crunched for level 1; I can move her up to level 2 with 1000gp without too much trouble, but I want to make sure the rest is kosher (since she's not a Core/Aasimar) before I move forward with the math!

** spoiler omitted **

If that idea's out right at the gates, let me know and I'll move along. If not, happy to work out the rest of her details!

I would have to see the numbers and the build and your future plans to make a final decision.

Works for me! Just wanted to make sure the fox wasn't thrown out immediately ;D

Build details coming... Soon™.


Background:

Ingrid’s rather peculiar name comes from a story involving murder, revenge, shaven beards, and other such atrocities. While too long to retell here, it was due to a grudge-war. Originally both clans were of Tar Kuata, though when the eye-for-an-eye retaliations became far too bloody, both were banished into the deserts. It was there that both clans created their holds.

This grudge has lasted generations, and went on past the point where anyone really remembered why they were fighting. Isolated as they are, every son akes the name Foeson and every daughter Foedottir. Ingrid, upon coming of age, left her home to complete her coming of age ritual. To journey out into the desert and to add her name upon a rock that stood between the two clan holds. It was meant to be dangerous, in that an enemy dwarf might be found, but no so dangerous in that sending youths off would lead to unacceptable losses. Ingrid dutifully went out, and to her misfortune, found a dwarf of the enemy clan coming to do the same.

The two met. The dwarf she faced was armed with a sphinx hammer, and she her fists. The two met in combat, and after a brief and bloody clash she managed to knock her opponent to the ground. Standing over him, fist raised...a thought hit her. She didn’t even know why she was fighting. Why she was ready to kill a complete stranger. The beardling’s great crime was just that he was born with a different name! In a spark of rebellion she left him there, and the stone without her name. She left and never looked back.

Eventually she managed to make her way to human lands. And it was there that she had to earn her living. Ingrid brought with her the trade of her people. And while she was but an apprentice, both in the craft of lock crafting and that of the monk, both were ‘good enough’ as far as the humans were concerned. Her training, such as it was, was “completed” through experience in the field. Of tomb robbing. For where else would her mix of skills find such use?

Now that the tomb of Hakotep I has been uncovered, she is ready to vie for her place in the expedition. To offer a strong arm and keen eye in the quest for gold and fame.

———

Ingrid is, like all dwarfs, squat and stocky. And like most Dwarven warriors, she weighs as much as a human, though the weight is muscle. She has a friendly, tanned face, always ready for a laugh. For life is short and gold goes as fast as it comes. As far as she is concerned, the best anyone can hope for is to live the day as they feel is best.

Submitting Ingrid: Pahmet Dwarven Brawler. With the trap finder trait, she brings an extra pair of eyes and hands to deal with traps.


Dotting.


Working on a Constable/Circuit Judge Cavalier, order of the shroud. Local small-v vigilante looking to protect the normal folks from the undead threat.


Wil is a fairly tall, fit young man (6' 2", 200 lbs.) with strawberry blonde hair light beard. He is engaged to be married, and a journeyman carpenter by trade. He has also been blessed by his faith to be a beacon of light against the darkness.

He hopes to accomplish two things by entering the tombs. Destroying any evil that lurks there, and earn enough money and respect to be worthy (in the eyes of her snobbish noble parents) of the woman he loves.

Wil has a friendly, easy-going nature. Despite his own faith and values, he tries not to impose them on the actions of others, unless those actions are likely to bring about some clear harm (either to the perpetrator or some innocent).


Question : Are drawbacks (take a drawback for a extra trait) allowed? I'm assuming yes currently


pad300 wrote:
Question : Are drawbacks (take a drawback for a extra trait) allowed? I'm assuming yes currently

No.


N'Gora wants in on this expedition

Concept : halfling Conan with a lion pet!

Background:
N’Gora is a wanderer originally from the deep south of Garund. Captured from his tribe when young (7), he was enslaved for a time. Hard labour on a pesh plantation made him strong and tough. His back still bears marks from the lash. He escaped in Katapesh, and fled north into Osirion. It was on the plains of Katapesh that he met Ra, his Lion animal companion (and proof that he had not been abandoned by his tribal spirits – the lion is the holy beast of his tribe); without Ra as a mount, N’Gora would have been recaptured… and killed (for the dead slavers he’d left behind him). As it was, he avoided both his original captors, and the gnolls of Fort Fang and eventually made it all the way to Ipeq. There, he heard that the Ruby Prince, Khemet III had opened the necropolis of Wati to exploration. N’Gora fears not the dead, warded as he is by his holy tattoos from the tribe’s shamans (Holy Tattoo trait). Deciding he’d like to try rich for a change, rather than poor, he decided to travel to Wati and get in on the looting.

Description:
A 34 year old Halfling, 3’ even, 34 lbs, cinnamon hair sun-bleached, skin weathered to near black by the southern sun, hazel eyes. Despite being small, he carries an aura of intensity and danger about him. A hard learned wariness, that of a wild animal, shows in his constantly moving eyes and alert demeanour (Danger Detection racial, and Trap Finder campaign trait). He has a holy symbol of Dragil-Ra (Erastil) tattooed onto his right palm (and up the arm in a partial sleeve tattoo). 225 lbs of half grown lion goes everywhere with him.

Demeanour:
He’s not a book person, rather prefers using his hands. He’s a carefree outdoorsy type, but can get very focused and concentrated on a task at hand.

Stats:

N’Gora
CG Male Halfling (Danger Detection, Dim Dweller, Outrider, Favored Class : Ranger)
Hunter 2 (Primal Companion)
Init +3
Speed 20 ft
Low Light Vision

Defense
AC : 22 =10+1 (small) +4 (armor) +2 (Shield) +32 (Dex)
HP: 17 = 8+5 + 4 (con)
Fort +6 = +3 class +2 con+1 racial
Ref +7 = +3 class +3 dex+1 racial
Will +3 = +0 class +1 wis +1 racial
CMD : 12 = 10 + 1 (bab) +1 (str)

Offense
Melee: Lance +4 1d6+3, Cestus +4 1d3+2
Ranged: Chakram +5 1d6+3(+2 str +1 Whetstone), Composite Longbow +5, 1d6+2
BAB : +1
CMB : +3 = +2 (BAB) +1 (str)

Spells Prepared
L0 (DC 11, unlimited) : Guidance, Detect Poison, Mending, Enhanced Diplomacy, Detect Magic
L1 (DC 12, 4/day): Liberating Command, Deadeye’s Arrow, Dream Feast

Stats
Str 14 (16 -2 racial)
Dex 16 (14 +2 racial)
Con 14
Int 12
Wis 12
Cha 9 (7 +2 racial)

Feats : Combat Reflexes (lvl 1), Outflank (Precise Companion),
Traits : Trap Finder (Mummy’s Mask Campaign Trait), Holy Tattoo (reflavored Birthmark, Faith Trait)
Skills (6+1(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (2,+6&+4 to detect danger ), Ride(2,+10), Stealth (2, +12), Survival (2, +6), Disable Device (2,+8), Climb (2, +7), Handle Animal (2, +8)
Languages : Common, Halfling, Garundi
Special Abilities :
Animal Companion (Ex) – Big Cat (Lion)
Primal Transformation (Su)
Nature Training (Ex)
Wild Empathy (Ex)
Precise Companion (Ex)
Track (+2) (Ex)

Equipment:
Weapons (all small): Cestus (5gp), Lance (10 gp) , 10 Chakrams ( 7 on saddle, 3 on him 10gp), Composite Longbow ( 300gp ), 40 arrows (20 in a saddle quiver, and 20 on Miro’s back,6 gp), Do it all knife (Cold Iron Sawback Kunai) (on the saddle, 9 gp)
Armor: Small Darkwood Heavy Wooden Shield (57gp), Small Armored Coat (50 gp), Small Masterwork Studded Leather (175 gp) , Masterwork Studded Leather Lion Barding (200 gp)
Equipment
Saddlebags (4 gp), Bit and Bridle (2 gp), Exotic Riding Saddle (30 gp), Tiger food 10 days (50 cp), Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket (5sp), hammock (1sp), Bear trap (X2, 4 gp), 100 ft hemp rope (2gp), String 50 ft (1 sp) , trail rations 10 days (1 day carried on him 5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), spell component pouch ( 5 gp), mess kit (2 sp), Whetstone (2 cp), 57gp in assorted coinage, 2xpotion of Cure Light Wounds (50 gp)
Intended Progression : 1 more level of hunter (3ed level for Hunter Tactics) and then Ranger,

Ra, Animal Companion:

Ra the Lion
Size : Medium
Speed 40 ft
HD : 2 HP : 14 = 2*4.5 +2 (con) +3 (toughness)
AC 16 = 10 +1 NA + 2 Armor + 3 Dex
Fortitude +4 Reflex + 6 Will +2
BAB +1
Attack Bite +2 1d6+1, 2 Claws +2 1d4+1
Special Attacks: Rake +2 1d4+1
Special Qualities : Low light vision, scent
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Skills (2): Perception (1, +6), Stealth (1, +7)
Feats: Toughness, Outflank (Precise Companion)
Tricks: 6 + 1 bonus trick (attackx2, come, defend, down, guard and heel)


Here's my submission: crunch, background, and appearance are in the profile.

As for personality, I'm thinking she's a determined challenge-seeker, a little light on good sense but surprisingly knowledgeable.

Generally a bit self-centered, but not criminally so; she just will always make sure she gets hers before helping another. She doesn't fight to protect others-- rather, she fights so that others can see her win!

In party combat, she'll be making a pretty good flanking buddy from level 3 onward! Eventual plan is to get Hamatula Strike-- it may not be optimal... but it does sound very, very fun :D


Working on the character sheet, but for now here's Here's Elendyr, an elf architect (who happens to be very good with locks and sneaking around--really an unchained rogue with some appropriate professional and Knowledge skills). I still need to finalize equipment.

Background:
Most of the elves on Golarion are found in places like Kyonin or the Mwangi Expanse, places of great natural beauty, where they integrate their cities seamlessly into the surrounding forests or jungles. There are smaller communities of elves, though, scattered across the world...even in the city that lies at its very center.

Elendyr was born in Absalom, part of an extended family of artisans that make a very good living as architects and stoneworkers. Others in the community became mighty wizards or scholars, travelers and wanderers across the world, but Elendyr's family was content to stay in Absalom and do their part to build it up. If you ask Elendyr, he'll tell you that yes, he's an architect. He knows buildings and he's designed buildings. Yes, sometimes he has to get into places whose owners may object to his presence, but when you're putting up a building that's going to last past your death, you want it to look perfect from every angle--including from the roofs of the adjacent buildings. And you know, some of the people who own those buildings are so rude and inconsiderate as to lock or even trap the access routes, so he had to learn to deal with that. Sometimes they'd set guards, so he had to learn how to move quietly. All part of his job as an architect.

For the past ten or twenty years, though, his particular passion has been Ancient Osiriani architecture. It started harmlessly enough, with a request from the Pathfinder Society to build a fine manor for the Ruby Prince. While others in the family did most of the design work, Elendyr led the research effort into the proper artistic elements to incorporate into the design, and prepared a report that the lead designers worked from. His older relatives were quite impressed with the quality of the report, so the decision was made that he would become the family's subject matter expert in that field--to go along with their experts on architecture as practiced in Thassilon, Azlant, Tian Xia, Vudra, and other distant lands. He continued to study artistic and construction techniques as best he could from descriptions of buildings, and learned the language to be able to access primary sources. He was unwilling to travel to Osirion himself, though.

This is where matters stood when word came that Wati's necropolis was to be opened to exploration. The family elders decided that a firsthand examination of the buildings there was just the thing for their expert, and identified a compatible group of adventurers for him to accompany. They have given him five years to complete his research. Although initially reluctant to leave the city he loved, Elendyr has set out for Osirion--out of family loyalty at first, but that motivation was soon supplemented by a recognition of a truth uttered by a distant cousin: "It is true that, in time, all the world comes to Kortos. I simply wish to see it when it is not dressed for travel."

Appearance:
Like most elves, Elendyr is tall, slender, and graceful, with pale eyes, and long brown hair pulled back in multiple braids. When adventuring he generally dresses in dull green clothing over studded leather armor, his equipment carefully blackened to avoid casting any telltale gleam. He wears a small amulet with a design of a hand with its index finger pointing upward, a yellow star at the fingertip. When not adventuring he wears brighter green, with gold trim and gold cord woven into his braids.


I would like to toss my hat into the ring with this unchained human monk. Crunch is in profile, would just need to spend rest of gold. Will work on backstory. Also, would ask GM to allow me to reskin seven branched sword to look like a katana- it just flows with the pic I found online so much better and let's face it, it just looks cooler. :)


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Thyste - The kitsune is acceptable, nice pic
Kamashiro - I have no problem with it looking as a katana as long as you keep the in-game properties of the 7-branched sword. Good pic.

I am enjoying skimming your builds/stories so far - great variety. Thank you for the interest.


Apologies to Deah-Lok, I forgot to make Ra a 2nd level AC, revised stat block here:

Ra Stats:

Ra the Lion
Big Cat animal companion, lvl 2
Size : Medium
Speed 40 ft
HD : 3 HP : 19 = 3*4.5 +3 (con) +3 (toughness)
AC 17 = 10 +1 NA + 3 Armor + 3 Dex
Fortitude +4 Reflex + 6 Will +3
BAB +2
Attack Bite +3 1d6+1, 2 Claws +3 1d4+1
Special Attacks: Rake +3 1d4+1
Special Qualities : Low light vision, scent
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Skills (3): Perception (1, +6), Stealth (1, +7), Acrobatics (1,+7)
Feats: Toughness, Outflank (Precise Companion), Combat Reflexes
Tricks: 6 + 1 bonus trick (attackx2, come, defend, down, guard and heel)

PS. I have assumed 4.5 hp per d8 of AC HD. If you prefer rolled, let me know.


I got accepted into an Iron Gods game, so won’t end up applying here.


How would you feel about a Catfolk? Blood of the Beast says they can be found in Osirion (though they’re more common in southern Garund). I was thinking a member of the clergy of Sekhmet, the lion-headed goddess of destruction. Not sure on all the details yet, maybe and Inquisitor or Warpriest. But a Catfolk worshipper of the lion-headed goddess seems pretty thematic, and there’s no better AP to worship the Osiriani pantheon than Mummy’s Mask.


Pad300, 4.5 is fine.
Chunky, congrats, have fun.
Ouach, sounds cool, I'll have to see the write-up to make sure. It does fit thematically.


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Summary of Candidates:

Zhalet: Female Aasimar (Azata-Blooded) Bard (Dawnflower Dervish) 1/Cleric (Herald Caller) 1
Damian: Human (Taldan) Arcanist 2
Ingrid: Female Pahmet Dwarven Brawler 2
Willem: Male Paladin (Warrior of the Holy Light) 2
N’Gora: Male Halfling Hunter 2 (Primal Companion)
Thyste: Female Kitsune Slayer 2
Elendyr: Male elf unchained rogue 2
Kamashiro: Male human unchained monk 2 (missing backstory)

Expressed concept:
Oachitonian
Digger


Been working on it, intense week at work though.


I fleshed out a bit more of Wil's appearance and backstory under the character profile. I don't know if it will affect your decision, but just wanted to make sure you had a chance to see it.


You all have time, so it's fine.
I will take a look, Willem. Thanks.


I think there’s a mad rush to catch up on two weeks of slacking in many workplaces :P especially office jobs!


Have a concept of a rogue/wizard (air elementalist) who grew up on the streets of Nex, in awe of the power of the wizards there. He then left investigating rumors of a tower from one of the flying Shory cities that broke off as it crashed, where he found a book that he learned magic from. He's now journeying to Osirion to try to learn more long-forgotten magic from its ancient tombs.


Here's my submission.

Hera Hyder
NG female ranger 2

Stats:
Init +4
Speed 30 ft

Defense
AC: 17 = (+3 armor, +4 Dex)
HP: 17
Fort +3
Ref +7
Will +2
CMD : 15

Offense
Melee: Scimitar 1d8 +1
Ranged: Composite Longbow +1, 1d10+3
BAB : +2
CMB : +3

Stats
Str 12
Dex 18
Con 10
Int 14
Wis 14
Cha 10

Feats : Point Blank Shot, Precise Shot, Focused Shot
Traits : Trap Finder, Indomitable Faith
Skills
Diplomacy +2, Stealth +7, Survival +7, Disable Device +10, Climb +6, Handle Animal +5, Knowledge (dungeoneering) +7, Knowledge (georgraphy)+7, Perception +7
Languages : Common, Orisioni, Kelish
Special Abilities :
Favored Enemy (Ex) (humans)
Track (Ex)
Wild Empathy (Ex)
Combat Style Feat (Ex)


Background::
Hera is a Keleshite woman of slight yet toned stature. Not that it is easily seen as she covers herself up with a flowing dress overlapping loose pants. She occasionally wears a scarf over her head in excessively hot days.

Hera is first and foremost a professional. She prefers to take her job as seriously as need be. She may not be born in Wati, but she has been there long enough to help newcomers with the lay of the land. Her piercing gaze depicts a woman one doesn't want to cross. But once she knows her companions enough, she feels free enough to relax. A follower of Sarenrae , she firmly believes her faith helped to straighten her path from her previous role as a delinquent. As such, he is surprisingly fond of those willing to atone for their past behaviors.


This sounds quite neat, and I’ve had a character concept on the back burner that might work. Since it would take me a couple of days to make adjustments for this campaign, and I don’t want to waste anyone’s time, would a primalist wizard dabbling in gunslinging (with a view to mucking about with eldritch knighthood or arcane archery eventually) be too over-the-top? I know wild primal magic isn’t everyone’s cup of tea.

Thinking of a damn fool elf from (most recently) Alkenstar who's interested in learning from history but perhaps hasn't taken the most obvious lesson to heart. :)


Dotting for interest. Not sure what to come up with yet. Will see what comes to mind.


How do you feel about the Leadership feat?

I am considering a bard/cavalier/Battle Herald (PrC) build I've found interesting. Good solid support character/leader type. Leadership is not core to the concept, but as I was rereading up on it I saw that it again gets a bonus and figured I would ask.

Thanks.


My apologies for any confusion. But I’ve decided to switch Ingrid from being a Brawler to a Relic Hunter Inquisitor.

Basically, at Lvl4 will have full BaB with a Sphinx Hammer. But will also get spells and skills.

I think for a dungeon delve she can fulfill the same role, only with more useful abilities that will make it more interesting.


Ingrid Foedottir wrote:

My apologies for any confusion. But I’ve decided to switch Ingrid from being a Brawler to a Battle Host Occultist with the Trappings of the Warrior.

Basically, full BaB with a Sphinx Hammer. But also gets good UMD, some basic spell casting, and can identify magic items.

I think for a dungeon delve she can fulfill the same role, only with more useful abilities that will make it more interesting.

If I understand the early posts in thread correctly, he doesn't want any occult classes...otherwise there would already be an occultist (and/or a psychic) in the running.


As a question for Death-Lok, are the Spontaneous Alchemy rules from the Alchemy Manual Player's Companion in play? Also, as we are 2nd level, can someone with a craft skill (craft Alchemy) have made their own alchemical weapons/whatnot for the 1/3 price of raw materials?


Yeah, saw that. So switched to Inquisitor, so a divine class.


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Mezdav of Oenopion seeks comrades in arms to explore the tombs of Wati. Who here will join arms with Mezdav?

Concept – A bomb and control alchemist with versatility to fill a party healing role…

As a note, the equipment section is unfinished, due to the above questions about alchemy and making his own...

Background:
A ½ orc from Nex, Mezdav learned his alchemy at the fleshforges of Oenopion. Raised in the city by his parents, he was given a sacred tattoo by his grandmother (sacred Tattoo racial trait).

Even in Nex, the announcement of the opening of a new tomb complex raised a buzz – who knows what the ancient Osirian’s had buried. The rumours fired his imagination, and he came north to get in on the action. He hopes his lack of charisma will not hold him back from finding an adventuring party to join.

Description:
Perhaps the most distinctive thing about Mezdav is the smell. He always smells of something chemical, and it’s never nice… His skin is grey-ish, and his hands are pockmarked with old burn scars. His hair is black, but already thinning, and held back in a pony tail. Heavily built for a human, about average for a ½ orc, he’s surprisingly quick for a stocky man. 21 Years old, 5’3”, 185 lbs.

Demeanour:
Normally quiet and bookish and observant, his sharp eyes miss little. He gets excited for fire and explosions (Firebug trait)…a little pyromania is not necessarily the desirable thing in an alchemist…

Stats:
Mezdav
N Male ½ Orc (Sacred Tattoo, Dusksight, City Raised) , Favored Class : Alchemist)

Alchemist 2 (Grenadier)
Init +3
Speed 30 ft
Darkvision (60 ft), Low Light Vision

Defense
AC : 17 =10+4 (armor) +3 Dex
HP: 17 = 8+5 + 4 (con)
Fort +7 = +3 class +2 con+2 Luck
Ref +8 = +3 class + 3 dex +2 Luck
Will +3 = +0 class +1 wis + 2 Luck
CMD : 14 = 10 + 1 (bab)+3 (dex)

Offense
Melee: Longspear +3 1d8+3, Cestus +3, 1d4+2
Ranged: Assorted Alchemy
BAB : +1
CMB : +3 = +1 (BAB)+2 (str)

Extracts Prepared
L1 (DC ***, 3/day), Longarm, Shield, open
Formula Book
L1 Shield, Cure Light Wounds, Longarm, Targeted Bomb Admixture, Crafter’s Fortune, True Strike

Stats
Str 14
Dex 14
Con 14
Int 17 = 15 +2 Racial
Wis 12
Cha 7

Feats : Throw Anything (B), Martial Weapon Proficiency (B) Point Blank Shot (1st), Rapid Shot (3ed), Combat Reflexes (5th)

Traits : Firebug (Combat), Fate’s Favored (Faith)

Skills (4+3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (alchemy) (2, +8), Perception (2, +6), Spellcraft (2, +8), Use Magic Device (2, +4), Heal (2, +6), K(Arcane) (2, +8), K(Nature) (2, +8)
Languages : Common, Orc, Draconic, Gnoll, Giant

Special Abilities :
Alchemy, Bomb (1d6, 5/day), Martial Weapon Proficiency (Longbow), Mutagen(Str, int, 20 minutes), Throw Anything, Discovery (infusion), Alchemical Weapon, Precise Bombs,

FCB: Orc Alchemist (2 levels) = +1 to Bomb Damage

Equipment - To be revised:
Weapons: Cestus (5gp), Bombchucker (12 gp), Longspear (5 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp).
Armor: Leather Lamellar armor (60 gp)
Equipment
Explorer’s outfit, backpack (2 gp, String 50 ft (1 sp) , trail rations 10 days (1 day carried on him 5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (X2, 1 carried, 2 gp), Alchemy Crafting kit ( 25 gp), Formula Book, Hybridization Funnel (200 gp), Healer’s kit (50 gp)
Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), ), bedroll (1sp), blanket (5sp), hammock (1sp), 50 ft hemp rope (1gp), mess kit (2 sp), Ink, Inkpen, Travelling Formula Book (10 gp), Portable Alchemy Lab (75 gp), 4 Javelins (4 gp)
Acid flasks (10, 100gp), Alchemist’s Fire (4, 100 gp), Shard Gel (2, 50 gp), Unstable Accelerant (2, 100 gp), Iron Pellet Grenade (2, 100 gp) Miscellaneous Alchemy stuff ??? gp


pad300 wrote:
As a question for Death-Lok, are the Spontaneous Alchemy rules from the Alchemy Manual Player's Companion in play? Also, as we are 2nd level, can someone with a craft skill (craft Alchemy) have made their own alchemical weapons/whatnot for the 1/3 price of raw materials?

No to spontaneous alchemy, yes to craft question


J Scot Shady wrote:

How do you feel about the Leadership feat?

I am considering a bard/cavalier/Battle Herald (PrC) build I've found interesting. Good solid support character/leader type. Leadership is not core to the concept, but as I was rereading up on it I saw that it again gets a bonus and figured I would ask.

Thanks.

No issues as long as the cohort/follower does not go adventuring with you.

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