GM Inara's Mummys Mask featuring The Falcons with Jamie (Incomplete, Book 3) (Inactive)

Game Master inara14

Mummy's Mask maps and Information
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4th Gozran 4714- Lottery day
Current date - 27th Gozran 4714

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GM Inara wrote:

Hi everyone!

Sahba al-Xemestra wrote:

That definitely works. She's been feeling a pull towards Osirion anyway and been taking gigs that lead in that direction (it's really her black blade khopesh beginning to awaken, and prodding at her sub-conscious).

Sahba - Desert Born isn't for this particular campaign, most likely from another Campaign. Please have a look at the players guide linked in my first post, I'm sure you can find a great alternative there. Sphinx Riddler looks like it might suit your character well.

Got it. Sphinx Riddler works really well for both the curious personality and the fact that I tend to make my magi polyglots. Ironing out the finer details now.

Silver Crusade

I'll have an updated character background and crunch tonight or tomorrow morning.

Wealth: 3d6 ⇒ (5, 1, 6) = 12 * 10 = 120GP

I'm still working on the crunch, but I thought I would share the background info for Pakhom-ka, Oracle of Horus

I've put together the format from a couple of different places, and borrowed some ideas here and there... but I think this has a good feel for the submission.

Pakhom-ka, Oracle of Horus:
Appearance: Tall with skin bronzed from the constant exposure to the sun, Pakhom-ka (Pakhom) keeps his head and face shaved clean so that there is less for the sand and dust of the road to get trapped in. His hazel eyes reflect his intelligence and sense of humor. The leather armor he wears consists of strips of leather with small harder leather plates attached. The khopesh he carries is adorned with symbols honoring Horus. He also carries a simple sling, tucked into his belt.

Personality: Quiet and reserved, In unfamiliar situations or among unfamiliar people, Pakhom has a tendency to observe rather than speak. Once he gets familiar with his surroundings and companions, Pakhom opens up and his humor and good cheer come out. In combat however, he becomes focused on ending the battle as quickly as possible without injuries to himself or his companions.

What do people know about you: Quiet, good sense of humor when with friends. Very knowledgeable regarding religions, especially about Ancient Osirioni gods and practices.

What does your character want in life? Write a successful play about the Ancient Osirion gods. To learn and to prove himself worthy of joining the Pathfinder Society.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
* Illegitimate son of a wealthy Vudrani merchant and the wife of an Osirion Vizier. Mother died shortly after giving birth, Vizier sent child away to the Monastery of Tar Kuata
* several of the monks followed Irori, but also paid reverence to the ancient Osirion gods, in particular Horus and Thoth. Because he drifted to more intellectual activities than martial ones, his curiosity about these ancient gods and goddesses led him to a deeper research and understanding about Ancient Osirion itself.
* as a child growing up in the monastery, he was small and wiry which had him on the receiving end of much ill treatment.
* after one particularly cruel incident, Pakhom ran away into the desert. During this time, he came upon a falcon being mistreated by two of the other students.
* as Pakhom rushed in and took the falcon from them, one of the boys, already a master of manipulating fire, was startled and unleashed a fiery arc from his hands at Pakhom and the animal. Instinctually shielding the animal with his body, Pakhom felt searing pain and passed out.
* when he awoke, he was lying in a bed back at the monastery and his forearms and hands were bandaged. The boys were there as was the Abbot. The Abbot informed Pakhom that the boys were amazed when the fire surrounding Pakhom had been somehow absorbed by the falcon, leaving Pakhom nearly unburned (with the exception of his forearms and hands). When the boys returned to get help, the Abbot himself had returned with them to find the falcon apparently standing guard over Pakhom. The Abbot realized that the falcon was a simple aspect of Horus and that the events meant that Pakhom would be one of his voices in Osirion.
* When Pakhom was fully recovered, he was assigned an older monk who had had visions of Horus.
* At the one year mark of Pakhom's encounter, his master brought him on a pilgrimage to Wati, but disappeared leaving Pakhom at the mercy of the city.
* Inquiring about his master, he was told that a certain vizier may have knowledge of the man's whereabouts
* he spoke with the man who told him that his master had gone into the necropolis. Pakhom has been searching for a way in to determine his masters fate.

2) Two goals that you'd like the character to accomplish in-game.
* Would like Pakhom to meet his father and establish a relationship, for good or bad
* Would like to see an opportunity to have a play or two commissioned. Probably based on his in-game exploits or the Ancient Osirioni gods...

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
* Unknown to Pakhom, the Vizier recognized his wife's son as soon as they met. The man tried to get rid of the boy once without doing him harm, but now he sees his mistake and will be hiring someone to eliminate Pakhom.
* Amongst the belongings that came with him to the monastery was a letter hidden inside a toy along with a signet ring. The ring is his father's, and the letter gave Pakhom his name. He hasn't had reason or time to look for him however.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
* Ibrim Al-Farzir - magi, vizier, and Member of the Council (enemy, Former husband of Pakhom's mother)
* Lem Burrhoff - one of the few halfling merchants in Wati; Allowing Pakhom to rent a loft above his shop
* Jerrosk- half-orc guard of the Grand Mausoleum; many a friendly drink with Pakhom over the last few weeks
* Selune- human female priestess of the Dawnflower, adventurer and someone Pakhom wouldn't mind getting to know on a more personal level. ; have had several late night discussions regarding the various religious Pantheons.

5) Three key memories that define your character as the person they are at the time of submission.
* that time he was being bullied and just kept getting back up until the older boy walked away. You don't always have to fight to be successful.
* passing out in pain from being on fire, but awakening to find out he had a deeper purpose. Until that moment, he felt he didn't have one.
* drinking and laughing with Selune and Jerrosk for nights on end. Having friends can make you forget your troubles and fill you with joy.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
Pakhom still has a healthy fear of fire, and has nightmares of being immolated and ending up nothing but a charred husk.

Late to the party...sounds like a great foundation for a character! I would like to apply. I shall research a bit; since I have loved this Theme for some time!

Thank you for running!

While I really do love a super active game, I'm strictly like...a post a day and trying to do better. I don't want to hold people back so I'll withdraw for now. It looks like it is going to be an amazing game though.

This is Dorian Grey's submission.
I would like to see Uhe delving into the mysterious dangers of the desert depths! He is a story-teller. I have a sample of his flavor in his Profile.

I am in Michigan; so GMT-5, I I am on these boards daily. I am extremely active.

I took the Trap Finder Trait; but, I can easily switch it to Inquisitive Archaeologist.

Character concept and background:
Uhe is a dwarf. He (like most dwarves) likes treasure. Having spent some years in Archaeology College; Uhe dreamed on traveling to Osirion to view the ancient pyramids! To delve the depths of dangerous--but profitable--dungeons; long buried under the unforgiving desert. When the Pharaoh opened up the country to outsiders to explore (and exploit), our story-telling dwarf hopped on the first boat out of Absalom to try his luck! He is a trapper.

Any question, or concerns, are welcome.

Thank you for consideration.

Wealth 105 average: 3d6 ⇒ (5, 5, 2) = 12

Here is Aldizog's submission.

Professor Blackspire Thundergloom is a Gnome Dirge Bard. He aims for that mix of "gentleness within darkness" that I associate with Neil Gaiman or the Cruxshadows. Mechanically, his biggest appeal is Saving Finale. Inspire Courage (which he has) is good, Saving Finale is, well, a lifesaver. He'll get a lot of interesting abilities from Dirge Bard over time.

Let's see... campaign trait is Trap Finder at the moment (there seemed a need for it), but if he is picked alongside a rogue then he would switch to Mummy-Cursed or Foreign Opportunist.

Gold: 3d6 ⇒ (6, 1, 1) = 8 So 105 gold. Gear is updated with that amount.

Edit: let me add that I do not see Blackspire as competing against the Archaeologist submissions. While both are technically bards, they fill very different roles - and Blackspire would swap out Trap Finder if picked alongside an Archaeologist.

Say'ri Al Bashere wrote:
Oooo! Someone else from Alkenstar - we should work on background links. :)

Hey, if you two out-of-towners need a local guide I know a guy :)

Alright, here is the beginning's of CrusaderWolf's submission: a suli Spellbreaker Inquisitor of Thoth!

He'll wield his bardiche with a shield once he gets the Shielded Brace feat, which should make him a decent front-combatant alongside his spells and judgements. Lots of skills & he should be a good secondary face and be handy outside of combat as well as in it.

Scarab Sages

For your consideration, Khafra Almaktoum, Human Bloodrager 1.

All crunch found in the alias!

Time zone and posting:
I am in the Mountain Time Zone (GMT-7). I have no problem posting multiple times per weekday (I'm self-employed and work at a computer all day) and though my weekend is busier, I have no problem posting once a day on the weekend.

Character concept and background:
Please see alias for motivations and quirks. As for my role in the group, this character is planning to build in one of two ways: 1) Living Monolith, which would be a polearm fighter focusing on battlefield control 2) Eldritch Knight, which would be a full arcane caster except for level 1 and the Eldritch Knight first level, likely focusing on stone-related magic and perhaps shifting into not-Egypt related polymorph forms as a second-line skirmisher and utility caster. I'm happy to play either role depending on which works best with the group (Eldritch Knight would require some minor adjustments to stats).

Campaign Trait:
Sphinx Riddler

About Me:
I am a self-employed attorney with a wife and four children. I'm 47 years old. I have been playing D&D and its offspring since the Red Box days. I have been on the boards here for about 7 years and have 23,000 posts. I have been part of multi-year APs, including a Curse of the Crimson Throne campaign in Book 5 that's been going 3 1/2 years through 3 GMs. I feel like good role-play really feeds off other good role-players, and would very much like to be part of this. If you're looking for someone that will see this through to the end, I'm in. Thanks for your consideration!

Your timezone and when you usually post/how often you post.
EST. I post relatively often my frequency is determined by the pace of the game itself.

Character concept and background This is the most important part of the application. I don’t need a thousand words, but a few paragraphs would be nice.
It’s in my previous post and the character’s profile.

Why does your character want to take part in the competition in Wati?
The tombs have been a part of his life’s background all his life. As his sorcerous powers begin to assert themselves, he believes that the competition is part of his (wait for it) destiny.

What role do you see them playing in the group?
a) A frontline melee combatant with some buffing capacity.
b) Optimizing arcane strike with vital strike and blooded arcane strike. His falcata will be blazing with arcane energy!
c) Combining the destined bloodline powers with bard spells like timely/gallant inspiration to help himself and others with all those pesky skill checks.

What is their personality or what quirks might they have?
He is somewhat careless. His sorcery first manifested as being uncannily lucky. He has had so many near misses in his life that he almost believes that he is invincible. Other times he wonders if he is being ‘saved’ for something.

I should add that I am in the Eastern time zone and can post fairly frequently (more than 1/day with no problem).

Good evening everyone, I hope it finds you well. Allow me to introduce myself, Professor and archeologist Alaros Vattz. It is a pleasure to make your acquaintances, truly. Allow me to regale those gathered here with a tale... of a curse both dubious and powerful, placed upon all who defile the ancient tombs.. He grins as he takes a seat.

This is Alaros, please, let me know if the Mythweavers formatting for the crunch is not accetable and I will lay it out Say'ri has.

I will flesh out his actual background a little bit if chosen, I didn't want to make it too long or meaty due to us being level 1 characters. As such, I went with a more broad background, and really focused in on his personality and quirks. I want this to be his tale, Where he "grows into himself" in a manner of speaking.

Timezone and posting- EST, and I generally post once a day, depending on the pacing of the game. I admit to missing a day here and there due to work and other life concerns, but as long as routine holds, I'll post.

Why do you want to partake in the competition?:

Ah, that's quite simple really. I want to be the one to not only discover any lost artifacts within the tombs. Before the psychic energy around them is muddled and diluted due in part from so many people tampering with them. But also make sure said relics are sold and distributed to the proper channels. Namely, Osirion itself.
He leans in closer. And, do you know the renown it would bring one in my field of study to uncover truly magnificent artifacts? It would be only a pittance of time before I was known the world over. At least, the field of history and archeology. I would never have to worry about funds for archeological expeditions again.

How do you see yourself contributing to the group?:

Well, aside from my extensive historic and arcane knowledge I know my way around mechanisms common in traps. I have also dealt with my fair share of traps. I admit, it was a learning process, a painful one mind. However, I have relied on my own skills the past two years and I am still quite alive. Surely that speaks for itself? I am also no slouch in a fight, I can make use of a wide array of weaponry... One must have ways to protect themselves when delving ruins and tombs. For all manner of beings and creatures haunt those darkened halls. I also view myself as an excellent leader if the need for that comes. After all, I have worked as a professor, and have excavated many places already.

He is, in almost all ways, a generalist. He is good in melee, both with sword and shield or with his reach weapon. He provides knowledge skills and can disable traps rather well. He is not the primary martial nor is he the most optimal trap finder or skill monkey, and his knowledge skills are limited to certain areas. However he brings a good amount of all three, and can pick up slack in any group.

This is MauveAvengr's character, Athothes - half orc warpriest of Anubis. He's planning on taking a few levels of Living Monolith.
Really depends on the story. Want to see him develop over time, things aren't set in stone. May play around with his backstory a bit.

Time Zone: PST


I would love a fast game and can usually post several times during the day. With the holidays coming up, that may slow down a bit but will still post at least once a day.

Character Concept/background:

Athothes was born and raised in Wati. His parents were priests of the old Osirion gods, in particular Anubis. From sun up to sun down, they would help the temples with minor healing. But they mainly focused on funerary rites and burial.

His older brother, Wetka would help out their parents and Athothes would follow him around. Wetka was expected to join the priesthood and become a cleric of Anubis. Yet, something went wrong. Athothes wasn't sure what happened, but his older brother had changed. He began hanging with the wrong crowd, perhaps. His brother denounced Anubis and starting proclaiming the words of Set, the Lord of the Dark Desert.

Athothes was astonished. He was still young and impressionable. But he know that Set was antithesis to what he believed. His brother was cast out of Wati.

The Ruby Prince opened up the ancient tombs and burial sites. Athothes wasn't interested in exploring them. After several years, word got to him that someone had seen his brother Wetka go in to the tombs! Athothes knew what he had to do. He had to go after him.


Athothes will be part healer, part fighter. He grew up in Wati and knows the way of the old Osirion gods. Depending on the rest of the group, he may play more of an offensive role (i.e. big weapons) or defensive (i.e. big armor/shield).


Athothes is quiet and contemplative. He spent most of his childhood in various temples around the city so didn't grow up with many friends. He has a few close friends now (could know other locals).

Being around the dead, Athothes has learned the various ways people can die. He abstains from drinking unless it is ceremonial. He's not brash or impulsive - usually likes to think things out before acting.

Quirks: drinks tea/water with both hands. Will count to five before doing anything that others view as impulsive. He'd rather study ancient or unique burial rites than gamble or drink or other rowdy things.

Campaign Trait:

Devotee of the Old Gods (Anubis)

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Jazadi's character concept, background and personality are all indicated in her profile.

Hi all

I have so many submissions below which is great! As such, I think I will close this a couple of days early as I don't need it to be tougher than it currently is!

New deadline: Wednesday 21st October 5am GMT

Confirmed Player 1 -Nikolaus De'Shade Sayri Al'Bashere

-Jesse Heinig - Tali the Nomad - Female Human (Garundi) Desert Druid - Mummy Cursed
-Itzi - Uthe - Female Catfolk Sorceror - Foreign Opportunist
-Grumbaki- Ankhef Bonesplitter - Dwarven Divine Tracker Ranger Corpsehunter- Undead Crusader
-A highly Regarded Expert - Rastaf of SarenraeHalf orc Cleric of Sarenrae - Undead Crusader
-Ellioti - Efni Raan - Female Human Sorceress - Blood of the Pharoahs
-Myriade 99 -Dhakira Menedes V of Erekrus- Dwarf Cleric (Herald Caller) of Pharasma - In post on Page 2 of recruitment - Mummy Cursed
-CampinCarl9127 - Atash Rahine -Half-Elf Unchained Rogue (Eldritch Scoundrel) - Foreign Opportunist/Inquisitive Archaeologist
-Anthorg - Canetor - Half-Orc Slayer - Devotee of the Old Gods -
-The ArchLich - Layla Kheper Human Swarm Shifter - Undead Crusader
-Robert Henry - Ratal DierHuman Ranger (Coprsehunter/Divine Tracker) - Undead Crusader
-Dragoncat - Jazadi Kimendyne -Half-Elf Archaeologist Bard - Inquisitive Archaeologist
-Dorian 'Grey' - Uhe Stonethorn Male Dwarven Bard (Archaeologist) - Trapfinder
-Aldizog - Blackspire Thundergloom -Gnome Dirge Bard - Trapfinder (Mummy-cursed/Foreign Opportunist)
-Pathetic Wretch Khafra Almaktoum Human Bloodrager - Sphinx Riddler
-Rorek55 - Alaros Vattz- Half-elf Occultist - Trapfinder
-MauveAvengr - Athothes -Male Half-orc Warpriest of Anubis - Devotee of the Old Gods

Partially complete submissions:
-Sha'ir - Teseh Mebret- Human Bloodrager - Wati Native
-Mark Thomas 66-Sahba Al Xemestra Spire Defender Magus - Desert Born
-Geriatric - Khefu Amun Al'Qwadi - Human Ranger Divine Tracker - Maybe?
-Bender is Great - Zynnyr Jyrran - Human Bloodrager - Sphinx Riddler
-Roward Armstead - Khefu Amun Al Qwadi - Human Ranger (Divine Tracker) - Trapfinder
-Laird Thorne - Oracle - Devotee of the Old Gods
-Crusader Wolf - Ramessu Heraphati - Human Inquisitor (Spellbreaker) (campaign trait?)

-Ouachitonian - half-orc warpriest?
-Voodoo Monkey - Dwarven Steelbound Fighter
-Joker27 - Alchemist/Wizard?
-Cuan-Pathetic Wretch - Human Bloodrager
-Trevor 86 - Life Oracle, Spirit Guide

I'm trying to put together an alchemist that rubs me the right way, but I haven't been able to mix-and-match all the pieces so far. A crypt breaker? A gun chemist? Or an OG base alchemist? Ah, this class has so many wacky options!

... dotted ...

Hi, I don’t think I will put in a submission after all. I made a cool Summoner that I really liked, but I don;t think it would work well in a pbp medium.

Just adding final touches here and there but Sahba is pretty much done.

Your timezone and when you usually post/how often you post.

Eastern Standard Time (UTC-05). Can definitely make once a day, usually more. I work weird hours so may post quite a bit overnight my time, but I work in social media so I usually am connected to the internet the majority of the day.

Character concept and background This is the most important part of the application. I don’t need a thousand words, but a few paragraphs would be nice.

Bladebound/ Spire defender Magus. Background in profile.

Why does your character want to take part in the competition in Wati?

Her love of adventure, thirst for obscure knowledge, and though she doesn’t quite realize it yet, the will of her sword, have led her to the competition, driven by a desire to explore the lost secrets of the necropolis.

As an aside, somewhere in the past, when parts of the necropolis were still teeming with life, her sword called this city home, and returning here will waken the blade when she reaches level 3. I’m completely open to the GM determining the history/personality/ name of her Black Blade.

What role do you see them playing in the group?

Agile, quick moving, arcane/melee combatant. High int will result in decent ability to support the skill characters and cover knowledge’s. Can bring a decent amount of arcane might to bear while being one of the group’s heavy hitters.

What is their personality or what quirks might they have?

Clever, playful, seemingly reckless but secretly brilliant, usually thinks her way through things and assesses risks while pretending to just wing it. Flirtatious loves knowledge, magic and a good fight. Protective streak that comes out when her friends are in danger or she sees someone being taken advantage of.

Has a habit of rolling a coin across the back of her hand between her fingers when she’s bored. (people who pay close attention will notice the coin changes depending on how tense the situation is)

Oh and my Campaign Trait is Sphinx Riddler

Jazadi Kimendyne wrote:
Jazadi's character concept, background and personality are all indicated in her profile.

Looks like we actually have quite a bit in common Jazadi, we should get along splendidly

Sorry, what am I missing?

Sha'ir wrote:
Sorry, what am I missing?

If you have a look in the original recruitment post, you will see the part about background:

3)Character concept and background (preferably in a spoiler!). This is the most important part of the application. I don’t need a thousand words but a few paragraphs would be nice. Why does your character want to take part in the competition in Wati? What role do you see them playing in the group? What is their personality or what quirks might they have?

I've had a look and can't seem to find yours. Perhaps I've missed it.

Presenting Khadir Al-Xefon, Half-orc (sandkin) Unchained Barbarian (Superstitious) for consideration. I believe everything should be in order, please let me know if I have missed anything.

Regarding the 'Why' for exploring Wati, that is answered between the motivation and background sections.

Posting Rate: I can post twice a day, potentially more depending on how busy I get.

Campaign Trait: Resurrected

Background Skills: Handle Animal and Craft (baskets). Khadir can make baskets. His mother taught him to when he was young, and it's one of the few life skills that has stuck with him for this long. It also gives him something to do when he's bored and has no money (and has kept him out of more trouble than he could possible know)

Crunch here. I have not built out an alias at the moment, but will include descriptions of all abilities if/when an alias is built out.

Timezone:GMT-6 (MST) through the summer and GMT-7 (PST) in the winter (if I got that right)

Khadir is a tall,broad-shouldered half-orc with a chipped tusk. His thick hair has been allowed to grow into dreadlocks behind him that swing in all directions when he gets agitated or excited. A scar on Khadir's face causes his right eyelid to be almost always half closed, giving him what he considers a more ferocious appearance. Every scar on the half-orc is worn with pride, and he'll tell anyone who buys him a drink how he got each and every one. Khadir carries two weapons, a greatsword slung across his back and a large flail wrapped around his shoulder. His possessions consist of little else, other than the armor and clothes he wears, but he gives it no thought. Since he was resurrected, he considers his life in the hands of the gods and gives little to no thought but that they will provide for him.

Khadir is a bit boisterous, and a very social person. He gets along with most people, and most people tend to get along with him. Khadir recognizes the safety and success that comes with working in a group, and is very aware of his own weaknesses. That being said, he does everything he can to make up for them with his own strengths.

Khadir enjoys a good joke, even when it's played on him and isn't mean-spirited, and will often try to come up with riddles (they aren't that clever) to puzzle his companions. Khadir is extremely positive and confident in all that he does, under the impression that if he's doing it, it must be the right thing to do. Khadir also respects strong leadership, recognizing that he himself lacks those qualities and that when left to his own devices, he tends to get himself into trouble.

Khadir's greatest dislike is bullying and abuse. As a child, he was picked on because of his size and his gentle nature, and while he thinks that such experiences made him stronger, he immediately moves to stop such abuses when he witnesses them.

When Khadir was resurrected, he began to reconsider some actions in his life. He had always lived hand to mouth since he became an adult and set out on his own, spending his money just as fast as he earned it. Perhaps there was something more to this life than moving from one fight to the next. Clearly not a scholar, death has become a subject of interest to Khadir, though his studies will likely be in how it effects those he applies it to.

First, death. Khadir seeks to unravel the secrets of death, and to see if there are others like him who will come back to life after dying. These studies will be undertaken seriously by finding out how other undead things are alive and seeing if they can come back after being killed again.

Second, adventure. Khadir grew up on stories of adventurers traveling to far off places and doing great deeds of heroism, and hopes to become at least a local hero in his own right.

Third, companions. Considering that he has already undertaken a great journey on his own (dying) and found it surprisingly boring, Khadir hopes that having companions with him will make this next adventure more exciting.

Khadir Al-Xefon is named for the mountain whose shadow he was born under, Xefon-Ra, according to the traditions of his clan. Khadir grew up a member of a clan of Garundi that was constantly looking for land of their own. Eventually, the clan grew small enough that the families separated, some joining other Garundi clans, and some stopping permanently in small cities or villages. Khadir's parents chose the latter, taking up farming near an oasis outside of Sothis. Khadir, however, always felt wanderlust and when he reached adulthood, he bid farewell to his parents and set off on his own. An opportunity to travel presented itself in the form of a job guarding a caravan to Wati, for the upcoming lottery. Khadir joined up and all went well until he reached Wati. In the streets near a tavern, argument broke out between him and a man who was beating his dog. Khair suggested that the man oughtn't beat the dog, and the man responded that Khadir ought to mind his own business. Khadir proposed a resolution with his fist, the man responded with a knife, and the next thing Khadir knew he was waking up just as his body was about to be prepared for burial.

The priests screamed as they saw Khadir sit up, Khadir screamed, there was more screaming, along with several tests to make sure the large half-orc wasn't some form of malicious undead. After leaving, Khadir felt he had a new lease on life, a new purpose, if only he could find out what it was. It wasn't frightening the man who had killed him, because while satisfying, that had been temporary. No, his purpose now was to unravel the secrets of death, which answers must be available in the necropolis, where plenty of other undead things were sure to roam! Confident in his newfound purpose, Khadir Al-Xefon, the hero of death marched off to enter the lottery and join the expedition.

Party Role:
From a mechanics standpoint, Khadir is meant to be the tank, first in to combat, last out. As time progresses, I'd build him to be an anti-magic unit, whose first focus is to take out enemy casters (and distract everyone else), but I am also open to suggestions as far as this goes.

@GM, I'll go ahead and list most special abilities in Alaros's profile, for ease of access (as I am new to occultist, so my future self with appreciate my now self for doing it as well haha)

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I am going to withdraw my partial submission, in order to save that bandwidth for some games of my own I'll be running in the near future. Good luck and have fun everyone!

Character Stats & Info:
Khefu Amun Al Q'wadi
Male human (Garundi) ranger (divine tracker) 1
LN Medium humanoid (human)
Init +3; Senses Perception +5
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . khopesh +4 (1d8+3/19-20) or
. . light flail +4 (1d8+3)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (undead +2)
Str 16, Dex 16, Con 12, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot
Traits child of the temple, osirionologist (osirion), trap finder
Skills Climb +6, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +7, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (nature) +5, Knowledge (religion) +6, Perception +5, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +6, Survival +5
Languages Ancient Osiriani, Common, Osiriani
SQ pride, track +1
Other Gear studded leather, arrows (20), dagger, khopesh[APG], light flail, longbow, hemp rope (50 ft.), piton (5), shovel, signal whistle, thieves' tools, waterskin, wrist sheath, spring loaded, 3 gp, 7 sp
Special Abilities
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. undead foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Track +1 Add the listed bonus to Survival checks made to track.

Appearance and Background:

Khefu is tall and possesses the dark complexion typical of Garundi Osiriani. Khefu passes for handsome among Osiriani, though his face shows the weathered lines of consistent exposure, and his large dark eyes give the impression that he is always searching for something. His hair is tightly dreadlocked, and lands freely at his neck, however it is typically covered by a colorful keffiyeh to protect from the sun. Years ranging the desert as a tracker and guide have provided Khefu with a tightly toned musculature.
Prideful almost to a fault, Khefu is a traditionalist, and he believes that he understands better than most what is good for Osirion and her future. His experience in the demanding environment of the desert offers little patience for the foolhardiness of foreigners. He is wary and attentive, and works to be prepared for all circumstances.

He is above all though, good natured. His hearty laugh and protective nature make him a welcome member in any group, and he would sacrifice himself or his body before allowing a companion to come to harm.
Khefu wants to protect the history of ancient Osirion and see the revival and spread of their cultural traditions. His father's passing has lead him to "take up the torch" and proselytize the old faiths and traditions. He venerates Horus and seeks to bring honor and worship to Horus through his faithful acts.

Born in Wati to his Garundi father Hefet Amun and his Keleshite mother Haddiyah Q'wadi, Khefu has long felt like a soul in two worlds at once. Modern Osirion has nearly all but forgotten the faiths of his father. Hefet was no priest certainly, but a scholar and evangelist for the traditional faiths of Osirion. Khefu spent many formative years of his youth at the makeshift shrines and secretive "temples" to Ra, Horus, Anubis, Isis and the many other gods whose worship was nearly ground to dust. He was most captivated in these times by Horus, who his father would say was "god of the sky, whose eyes are the sun and the moon, whose feathers are the stars, and whose wings are the sky."

His experience as a ranger began on the trips his father and the other traditionalists would take to recover lost Osiriani artifacts. These small bands would range for weeks in the desert to dive into a forgotten tomb or lost temple filled with traps to protect the ancient dead.

To sate his passion for the ancient traditions of his people, Khefu spent two years living in Sothis, researching at the magnificent libraries. In this time, he worked with a scholar who taught him the intricacies of the Ancient Osiriani language; he discussed the deities of ancient Osirion, the history of the region and the most notable rulers and pharaohs of antiquity. This growing knowledge as well as his understanding of the perils of the desert have made him extremely valuable to treasure hunters and scholars alike. However, Khefu never accepted employment with those he believed to be thieves, tomb-robbers or worse.

While in Sothis, Khefu's father Hefet passed. It was the natural death of an old man, but this did not lessen the impact on Khefu's mother. He returned to Wati, and lived with her while she grieved. He still visits her regularly and supports his mother financially.

Khefu has spent the last few years as a guide to both natives and outsiders, offering his expertise and survival skills across the desert and its many ruins.

When he heard of the opening of Wati's necropolis, Khefu couldn't help but feel he has a greater right to the treasures of Osirion than foreign explorers who would seek to exploit her wealth.


For his Divine Tracker levels, when he gets to level 4 and gets the blessings, he would take Sun and Air blessings.

Archery / Melee (Khopesh)

Trap Finder campaign trait for disarming traps.
Favored Enemy Undead
Favored Terrain (@ level 3)Desert

Talk about cutting it close! I just caught sight of this.

Definitely interested in dotting in.

I'm in the middle of prepping for my home game, but I'll have something up in the next day or so. :)

Do you mind legal Archetype Stacking?

Mutation Warrior seems to be a nice complement to my Steelbound Warrior both mechanically and background-wise.

And are tombs considered Underground/Dungeons as far as favored terrain?

@GM inara, if selected, would you be okay with me using a different item for the implement? Itd follow the same rules, just be aesthetically different.

Silver Crusade

I'm going to switch concept from life oracle to Ravener Hunter/Monster tactician inquisitor. I like the idea of a dude summoning the spirit animals of the ancient gods to actually fight with them in combat more than the oracle version who'd only get minor powers from one spirit.

Rolling for my shaman's wealth: 3d6 ⇒ (5, 4, 6) = 15 * 10 = 150 gold.

I'll try to post my fluff, crunch, and other stuff come tomorrow.

Hrm, yeah, I can only guarantee at most one post per day right now, so if you're looking for more then I guess I'll bow out as well. Still, good to see you all doing well, I know you'll have a great game :)

Liberty's Edge

question for Inara, if I wanna be old should I use the stat changes for age or not?

I can get routinely get in a guaranteed 2 posts a day if need be, one either in the morning, or at lunch. And a post at night. Save Fridays and Sundays. Depending on what has happened in the game of course. If nothing has happened sense my last post, I wouldn't be able to post. And During the week I don't have a lot of access to the extended period needed to make a post. Unless combat is active and I can easily put in my actions without the added fluff.

I knew I was missing something!

If you were to ask his family, they would come up with at least a dozen incidents without having to think for long. He was dropped as a baby more than once. He got trampled by a horse when he as two. Hen the apothecary visited to tend to his grandmother, he got into the man’s alchemical vials and drank what was surely poison. He fell out of a tree playing with his friends when he was seven. Every single time Teseh came through with not a scratch. His loved ones believed that the gods were looking after the child. Eventually, Teseh’s mother paid for a Pharasman Priest to divine any possible magical cause for this extraordinary luck. The Priest revealed that indeed young Teseh was marked with a latent talent for sorcery, manifesting a luck. How it would manifest in adulthood (if at all) was unclear. As he approached the age of majority, Teseh showed more interest in weapons and armour than in magic. A dreamy youth lacking in focus and discipline, he nevertheless exhibited courage and fearlessness. I t was perhaps inevitable that he would consider the Competition. As a child he had been warned away from exploring the tombs beneath Wati but he is no longer a child. What might he find? Or rather, what might find him?

I managed to get this done faster than I thought.

Let me introduce Hesiim Minai.


Hesiim Minai]
Sylph alchemist (chirurgeon, crypt breaker) 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.)
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will +1; +2 vs. [air] or [electricity] spells, or electricity damage
Speed 35 ft.
Ranged bomb +4 (1d8 acid or 1d4 force)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Chirurgeon, Crypt Breaker) Extracts Prepared (CL 1st; concentration +4)
Str 12, Dex 17, Con 10, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Airy Step[ARG], Throw Anything
Traits inquisitive archaeologist, precise treatment
Skills Appraise +7, Craft (Alchemy) +7, Disable Device +8, Heal +8, Knowledge (arcana) +7, Knowledge (engineering) +9, Perception +5 (+7 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.), Spellcraft +7, Stealth +7, Survival +5, Use Magic Device +4; Racial Modifiers +4 Stealth
Languages Ancient Osiriani, Auran, Common, Osiriani
SQ alchemy (alchemy crafting +1), breeze-kissed[ARG], crypt breaker's draught, mostly human, trapfinding +1
Other Gear alchemist starting formula book
Special Abilities
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alkahest Bomb 1d8/1d4 (4/day, DC 13) (Su) 1d8 acid damage to constructs and undead, 1d4 force damage to all other creatures.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness. This ability replaces the mutagen class ability (a crypt breaker cannot create mutagens unless he selects the mutagen discovery).
Darkvision (60 feet) You can see in the dark (black and white only).
Like the Wind A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


I’m a Canadian in MST (UTC/GMT -6 hours).
I generally try to post at least once a day, and more often, when time permits. These days, I’m working from home and I’m already in front of a computer, so it just depends on how often I can take a couple minutes to check the forums and respond. Usually, it’s a minimum of 2-3 times a day.
So far, with the state of things, I don’t see my job going back to the office any time soon.
Outside of work time, I also check the boards at least a couple times.
So… I guess what I’m trying to say is that I don’t usually have any issues with posting, and I’m a firm believer in communicating if/when things change.

Character Concept:

First off, I’m not stuck on being a Sylph. If it would work better, I can certainly change it to human, but there are some mild flavors that I think would be fun to include.

A scholar, archaeologist and healer, Hesiim longs to make a name for himself as an explorer. So when the ruins of Wati opened up, he almost literally jumped at the opportunity. He learned many things over the years which helped to shape the man that he is today, from his time on the street as a boy, to learning bits and pieces from the local healers, to finally getting an apprenticeship with an aging alchemist. He is often overlooked by others because he is frail looking, but his mind is sharp and his body is nimble.
He knows that there is some mild influence in his bloodline from a djinni many generations ago, but he easily passes as a regular human, though people tend to think that his long, wispy white hair a little odd, especially when they notice it moving slightly when there is no wind.

My concept for this character was that he would be human by all appearances. I didn’t even want him to have any obvious Sylph traits, at least not right away. At most, it seems like he is perhaps either made of air, or being aided by the wind, but he keeps these ties to himself, as much as possible.
He’s not a damage power house, though he will do very well in the right circumstances. He will have some ability to heal, but not replace a proper healer, and I wasn’t interested in any body-altering mutagens. Most of his abilities will be regarding gathering information and furthering his goals as an archaeologist, and hopefully to protect those with him as well as he can.
Having Trapfinding, of course, means that he would most likely fill the same role as a Rogue, but with a few different specialties.

Background and Trait:

Background skills are Appraise, Craft (Alchemy) and Know (Engineering).

As stated above, he is taking the Inquisitive Archaeologist Campaign trait.

Let me know if you have any questions or thoughts about the character. I’ve excluded equipment for now, but I can easily add it, if needed.

VoodooMonkey wrote:

Do you mind legal Archetype Stacking?

Mutation Warrior seems to be a nice complement to my Steelbound Warrior both mechanically and background-wise.

And are tombs considered Underground/Dungeons as far as favored terrain?

I don't mind legal archetype stacking and it wouldn't stop me selecting you, but personally, I do prefer a simpler build. Its why I moved to pathfinder from 3.5 all those years ago.

I'd say the tombs are a mix of underground and urban (a fair amount of the necropolis). Desert is also a useful favoured terrain.

Alaros Vattz wrote:
@GM inara, if selected, would you be okay with me using a different item for the implement? Itd follow the same rules, just be aesthetically different.

It would depend how different. I don't mind altering things for fluff, unless it is unreasonable.

joker 27 wrote:
question for Inara, if I wanna be old should I use the stat changes for age or not?

Yes please :)

Here is Ellioti's updated submission. Please tell me, if something is missing.

Kind request: Can I change the cantrip Ray of Frost to Ray of Fire? It makes me so sad to only have cold or acid as cantrip damage option. Just doesn't fit my Solar/fire concept.

I present to you Kimbia 'Kudu' Ngao, a Mwangi shaman from the city of Kibwe. Driven to Wati by the request of a tormented ancestor, Kudu offers knowledge, aid, and spells to those who would call him 'friend'.

Masked and not-so-mysterious, Kudu mixes ancestor worship with the veneration of Gozreh and Pharasma, and to a lesser extend Alseta, Abadar and Gorum.

His feats are open to change, as I can imagine the aid another mechanic might slowdown PbP games, but the character and subsequent build came from my desire to play a helpful character who supports those he dare call friend.


NAME Kimbia Kudu Ngao
CLASS Shaman (Speaker for the Past)
RACE Human (Mwangi)
DEITY Gozreh, Pharasma, Alseta, Gorum

STR 14
DEX 14
CON 14
INT 12
WIS 16

H Combat Expertise
1 Bodyguard

1 Heal +7
2 Perception +7
3 Knowledge Local +5
4 Knowledge Nature +5
H Knowledge Religion +5
I Knowledge Planes +5
BG Knowledge History +5
BG Linguistics +5

1 Mummy-Cursed (+2 trait bonus on saves versus curses and curse effects, and against a mummy’s aura of despair)
2 Helpful (Aid Another grants a +3 bonus)

0 (3): Light, Daze, Guidance
1 (2): Cure Light Wounds, Magic Weapon
Spirit Magic
1 Enlarge Person

-Proficiencies: All simple weapons, and light and medium armor.
-Spirit Magic Spells (Battle): enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull's strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th)
-Spirit Ability (Battle): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
-Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestorUM and timeUM oracle mysteries to her class spell list. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells.
-Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation.
-Time Bonus Spells Known: memory lapse (1st), gentle repose (2nd), sands of time (3rd), threefold aspect (4th), permanency (5th), contingency (6th), disintegrate (7th), temporal stasis (8th), time stop (9th).
-Ancestor Bonus Spells Known: unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th).
-Orisons: can cast cantrips

GEAR (85g)
Longspear, scale mail, sling (and 20 bullets), morningstar, dagger


Hailing from Kibwe, Kudu was raised by a clan and family that keeps one foot in the present and the other in a murky past. The city itself is an amalgamation of old and new, of insiders and outsiders, and Kudu’s clan has been entwined with outsider factions since the day they arrived. Willing to cooperate with just about anyone, the Ngao are pragmatic and flexible, in so far as their ancestors allow them to be.

Chosen by the spirits of Those Gone, Kudu has been trained in the ways of the shaman from the moment he could walk. The child absorbed all the stories of the clan, the teen looked past Kibwe’s walls for knowledge beyond the clan, and the young adolescent listens to where Those Gone want him to go.

Through weeks of meditation and rituals, it has become apparent to Kudu that his destiny lies outside the Mwangi. One ancestor in particular has been quite vocal, and urged Kudu to move to the Sands dotted by Speartips of Stone. With the other ancestors growing quiet, Kudu interprets their silence as agreement and perhaps as an indication that he is tied personally to this ancestor. Who is he? What did he do during his time on Golarion? And what is this place of Sands and Speartips of Stone?!

Unknown to Kudu, his ancestor was a roguish mercenary who worked for the Aspis Consortium as a hired spear. The man, Jambazi, was madly in love with a woman totally out of his league and sought out wealth beyond measure so that the girl’s father could no longer deny him. Whether love truly drove him to do what he did, or if Jambazi was simply a selfish gloryhound, remains a question mark, but Jambazi did and saw things in Osirion that now, with the opening of the tombs by the Ruby Prince, need correcting. Cursed by an ancient mummy for wanting what could never be his, eaten over time by guilt and regret, Jambazi steers Kudu’s feet to Wati to right a wrong, to return honor and respect to the Ngao clan, and perhaps nib a little bit of glory and wealth while doing so. One cannot change a true rogue.


Driven by the past, Kudu tends to be calm and reflective. The feeling that his every move and decision is witnessed by a slew of ancestors makes Kudu weigh every word and consider twice everything he does. He has been described as dour by some, but this misses the mark somewhat. Kudu is not gloomy nor without humor, but the shamanic mask he wears is not just a physical manifestation: it is a mental one too. Still young and inexperienced, he has yet to figure out how to wear the mask, shoulder the responsibility, and be Kudu too.

Keyword descriptors: driven, serious, reflective, patient, insecure, anxious, aching to be.


Tall and lanky, Kudu sports an impressive lean and sinewy body that’s capable of covering a remarkable distance and absorbing plenty of punishment. So is life for Kudu’s people, and so his body represents his heritage and culture.

He has skin the color of rich vibrant coffee grown in iron-rich soil and neatly trimmed hair for that’s the only way it can be tamed. A pair of emerald green eyes light up his face, for Kudu rarely smiles, and inquisitively keep track of the world around him. Slim and well-defined features give him something Elvish, but there’s none of the whimsy nor bon-vivantness to be found in him that one would find in an elf.

Thanks to his length yet lean frame, the shamanic mask that might look demonic in nature to some, and an uncanny ability to stand perfectly still for minutes, if not hours, Kudu can instill a sense of unease in others. Like priests and oracles, it is apparently to any onlooker that Kudu is clearly touched by the divine.

Kudu likes to wear loose clothing to deal with the Mwangi heat, and fortune wants it that these clothes too work for the Osirion desert. Bright yellows and reds, they’re accompanied by bracelets of gold and silver. Some are family heirlooms and others gifted to him or bought from the markets of Kibwe, but each bracelet and trinket tells a story that Kudu keeps track of. One in particular, a wrought silver armband that long ago lost its lustre, has special meaning to him. Once, long ago, this armband belonged to Jambazi.

Got a Unchained Rogue (Relic Raider) in mind for this. A useful addition that can easily serve as a scout and your reliable trap finder and dismantled when required. Face skills won't be neglected either in case we ever want to talk our way of the problem.

Anyhow, let's see how much coin they've have starting out.

Starting Wealth Rogue: 4d6 ⇒ (3, 1, 1, 6) = 11

Welp. Average it is. Will have character sheet and bio up today.

Added a couple of paragraphs of motivation (see profile) should be 100% complete now.

1 person marked this as a favorite.

I really like some of the submissions here, but what I especially find interesting is the synergy of some builds and interactions it could cause - it's funny that on top of backgrounds that could go well together, I see also some creative merges of mechanics. Whoever gets in, is in for a treat.

1 person marked this as a favorite.

Added a paragraph regarding Jazadi's motivation to her profile.

Hereby I present Amara Kho. She is a Shory student of the Aeromancer's magic (her familiar is her master) and wants to recover the city flying technology from the secrets that lay hidden in Osirion pyramids.


Female Human (Shori) Wizard (Aeromancer) 1
N Medium humanoid (Human)
Init +2 (2 Dex); Senses Perception +0
AC 13, touch 12, flat-footed 11 (1 armor, 2 Dex)
hp 12 (1d6+2+1+3)
Fort +7 (0 class, 2 Con, 1 trait, 2 feat, 2 familiar), Ref +2 (0 class, 2 Dex), Will +2 (2 class, 0 Wis)
Speed 30 ft
Melee staff -2 (1d6-2) 20/x2 bludgeoning,
Ranged jolt +2 (1d3) 20/x2 electricity
Str 7, Dex 14, Con 14, Int 18, Wis 10, Cha 9
Ability increments +2 Int (racial)
Base Atk +0; CMB -2; CMD 10
Feats Great Fortitude, Scribe Scroll*, Toughness*
Trap Finder (campaign): 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.
Aeromantic Affinity (magic): One of your distant ancestors was either a powerful aeromancer or a creature of elemental air, granting you greater skill with air magic. You treat your caster level as 1 higher when casting spells with the air or electricity descriptor.
Resilient (combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Tainted Spirit (drawback): When you were a child, a parent or other person with authority over you made a minor pact with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon. At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.
Skills (2 class, 4 Int, 2 background, 1 human = 9 x 1 level = 9; ACP = 0)
Acrobatics +2 (2 Dex, 0 ACP)
Appraise* +4 (4 Int, class)
Climb -2 (-2 Str, 0 ACP)
Craft* alchemy +8 (4 Int, 1 rank, 3 class)
Diplomacy -1 (-1 Cha)
Disable Device +7 (2 Dex, 1 rank, 3 class, 1 trait)
Fly (class, 2 school)
Handle animal* -1 (-1 Cha)
K. arcana +8 (4 Int, 1 rank, 3 class)
K. dungeoneering +8 (4 Int, 1 rank, 3 class)
K. engineering* (class)
K. geography* (class)
K. history* +8 (4 Int, 1 rank, 3 class)
K. local (class)
K. nature (3 class)
K. nobility (class)
K. planes +8 (4 Int, 1 rank, 3 class)
K. religion +8 (4 Int, 1 rank, 3 class)
Linguistics +8 (4 Int, 1 rank, 3 class)
Perception +0 (0 Wis)
Profession (class)
Sense motive +0 (0 Wis)
Spellcraft +8 (4 Int, 1 rank, 3 class)
Stealth +2 (2 Dex, 0 ACP)
Swim -2 (-2 Str, 0 ACP)
Languages Common (Taldan), Shori, Auran, Mwangi/Polyglot, Draconic, Osiriani, Ancient Osiriani
Religion Osiris
Favored class (wizard) HPx1

CL 1 (CL2 for air and electricity); Concentration +5 (+6 for air and electricity)
Opposition schools: Earth
Level 0
Wizard - (at will; 3 prepared)
detect magic

Level 1
Wizard - (3/day)
shocking grasp
silent image (Will 15)
protection from evil


Ability score +2 Int
Bonus feat: Humans select one extra feat at 1st level (Toughness).
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists.
Arcane Bond (Ex or Sp): Familiar
Arcane School: Air Elemental Schrool (Opposed School: Earth)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cyclone (Su): At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Kosei (wizard familiar)


N Tiny magical beast (flying fox) Familiar (Emissary, Air Elemental)
Init +1; Senses low-light vision, scent; Perception +9
AC 14, touch 13, flat-footed 13 (1 Dex, 2 size, 1 natural)
HP 6 (HP=Master’s HP/2; HD=Master’s character level)
Fort +3 (1 Con, 2 class), Ref +3 (1 Dex, 2 class), Will +4 (2 Wis, 2 master) [+4 vs disease]
Speed 10 ft., fly 70 ft. (average)
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Str 9, Dex 13, Con 12, Int 6, Wis 14, Cha 5
Base Atk +0; CMB -1; CMD 8
Feats Skill Focus (Perception)
Skills (uses the master’s ranks, and one additional rank in Perception)
Acrobatics +1 (1 Dex, class)
Climb -1 (-1 Str, class)
Craft alchemy -1 (-2 Int, 1 rank)
Disable Device +2 (1 Dex, 1 rank)
Fly +5 (1 Dex, class, 4 size, 0 maneuverability)
Heal +2 (2 Wis, class)
K. arcana -1 (-2 Int, 1 rank)
K. dungeoneering -1 (-2 Int, 1 rank)
K. history -1 (-2 Int, 1 rank)
K. planes -1 (-2 Int, 1 rank)
K. religion +2 (-2 Int, 1 rank, 3 class)
Perception +9 (2 Wis, 1 familiar rank, 3 class, 3 feat)
Sense Motive (2 Wis, class)
Stealth +9 (1 Dex, class, 8 size)
Swim -1 (-1 Str, class)
Special abilities:
Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.
Elemental Manifestation (Ex): An elemental familiar gains one or more special abilities based on its element. An air familiar gains a fly speed of 20 feet (good maneuverability); an air familiar that already has a fly speed instead improves its maneuverability by one category or increases its fly speed by 10 feet. An air familiar is considered three size categories larger than its actual size when calculating whether it can be moved by wind. This replaces improved evasion.
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Elemental Speech (Ex): An elemental familiar gains the ability to speak and understand a language based on its element: Aquan (water), Auran (air), Ignan (fire), or Terran (earth). This ability replaces speak with animals of its kind.
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This replaces deliver touch spells.

silken ceremonial robes, 30 gp, 4 lbs (+1 AC, - max Dex, 0 ACP, 0% spell failure)

staff (club stats), - gp, 4 lbs
sling, - gp, - lbs

Waterproof bag

spell component pouch, 5 gp, 2 lbs
earplugs, 3 cp (+2 vs sonic -4 Perception listen)

Bandolier 1 (1/8)
acid flask [x1], 10 gp (crafted)
scroll of obscuring mist, 25 gp (crafted)
scroll of enlarge person, 25 gp (crafted)

Bandolier 2 (0/8)

torch x1, 0.05 gp

Gold earned: 70 (initial)
Gold spent: -30-25-5-0.03-0.05 = -55.08 gp
Gold remaining: 4.92 gp


I am based in Spain (UTC+2 - European Summer Time). You won't see me posting from 2 am to 9 am (my time).

I used to regularly post 1/day including weekends, but for as long as COVID emergency punishes us the frequency will hold much higher.

As for Discord, I have an account there, but I won't be available out of the boards on a daily basis.


Amara would be the main arcane spellcaster. A reliable source of knowledge, spell utility and trap fighter (unless we have someone with high Dex and Perception picking that job). As for casting you can count she will prepare utility spells like secure places to rest, teleportation, flight, etc. For the rest, she will adapt a lot to party composition, but most probably it will be something varied between buffing, blasting and battlefield control magic.

She is an aeromancer, so for her survival she will soon be levitating and flying around out of reach.

Although I plan for her familiar to have a more active role than most, he being her magic tutor instead of just a minion, I do not want their relationship to occupy great length of her talking and would prefer to have talkative companions with whom to engage. The familiar should be a guide, and can take that role for other characters if they wish so, and might be tossing eventual alchemicals around and using healing wands and similar stuff to actively help the party.

Amara is a fit Shory, whose features clearly drink from a Garundi and Mwangi past. Despite not being attractive per-se, she enjoys the tough and appealing healthiness of the jungle survivors. Slim, tall and robust, she favors light clothings that cover most of her body in elegant fashion, being her favorite color blue. She keeps her black hair properly braided and long enough to cover half her back.

Sometimes it is easy to find symptoms of fatigue in her face, because controlling the complex Aeromancers magic is a toiling task that often consumes her body.

Having lived at the edge of Uomoto society, she has been disregarded and mistreated most of her life, but the myths passed from generation to generation, and her recently found discoveries about her ancestors have built an internal pride that helps to keep together her inner self in front of all kinds of adversities.

The disaster that wiped out her expedition at the ruins of Kho has made her very metodic and protective of others. But this obsession only happens because she does not want more people around her to fall victims of traps or bad decisions.

The extreme focus that requires the control of the magic of the Shory might sometimes be confused with an artificial attempt to keep herself mysterious.

Among all the human generations that have cast their eyes heavenward-whether to seek the will of the gods or revere the life-sustaining essence of the sun-one civilization on Golarion attained unparalleled heights of understanding and mastery of all the sky offers. The ancient Shory escaped their earthly bonds to live for centuries as an empire in the clouds. Godlike in their knowledge and magical ability, these paragons of central Garund uprooted entire cities, literally rising above the petty strife and conflicts of their neighbors, all while ushering in a new era of exploration and trade.

Shory culture developed through mastery of the power of aeromancy, which the Shory pieced together from the thousand-year-old traditions begun by Old-Mage Jatembe, a legendary figure who helped rebuild humanity after the devastation of Earthfall. The Shory used these secrets to produce countless arcane and mechanical wonders, which gave them a unique advantage over their rivals.

Unfortunately, fate proved unkind to the Shory, as a series of misfortunes conspired with their own hubris to destroy their empire after nearly 2 millennia of dominance over the skies of Golarion. The remains of their once-soaring settlements still lie scattered across the Mwangi Expanse and in the far corners of the world, mysterious-and hazardous-to all who discover them.

More info about the Shory Empire
More info about the Aeromancers

Amara’s family has lived with the Uomoto for generations as outcasts, for they have preserved the myth of the flying cities of the Shory. Told to be a Shory descendant by her grandparents, the girl developed an irresistible attraction to the nearby ruins of Kho.

When a Pathfinder expedition arrived to her village to study the ruins, Amara was hired as a guide thanks to her usual delving in the ruins as a teenager. During the expedition some of the secrets of the ruins were unveiled, but ultimately everyone died in one of the Aeromancer’s traps that Amara did not manage to disable. Surprisingly, she went out unscatthed as the magical trap was created to avoid damaging the Shory themselves.

On the secret chambers beyond, Amara found Kosei, the surviving elemental familiar of the Sky Master of Kho. Surprised the girl knew the Auran tongue, passed through generations in her family, the elemental recognized the blood of the Shory on her. From that moment, Kosei insisted on training the girl in the knowledge of the Aeromancers. The pervasive creature wants Amara to fix the Aeromantic Infandibulum and make the city fly again. Kosei knows this knowledge was stolen millennia ago by the vile Pharaoh Hakotep with whom they were at war.

Thus, when it came to their ears that the Ruby Prince was opening the Necropolis for delving, Amara had no other choice but to travel to Sothis. Pushed by Kosei and her own curiosity, she desperately needs to become one of the Necropolis explorers and discover any lost trace of the stolen knowledge and magic that once made the Shory cities hold aloft in the Sky.


Trap Finder.

I will take Mummy Cursed instead if we happen to have a more suitable trap disabling character in the team.

#Disclaimer I played the last half of the campaign with Kosei Sharif-El- Sadad but I only have a very rough idea of what happened before that. Amara is a concept that came to me as very fulfilling for this AP while experiencing play first-hand.

Silver Crusade

GM Inara wrote:
Alaros Vattz wrote:
@GM inara, if selected, would you be okay with me using a different item for the implement? Itd follow the same rules, just be aesthetically different.
It would depend how different. I don't mind altering things for fluff, unless it is unreasonable.

I just enjoy the idea of using "cards" to summon creatures via the servitor focus power. You know just a little reference hahaha.

2)Your timezone and when you usually post/how often you post.

My bad, I forgot to include this in the above post. I'm in CET (London/GMT +1), and I tend to post in the morning and in the evening.

Below is an updated list, if I've missed you, please let me know!

Just so you are aware, at the start of this game, you are all assumed to be a group that have submitted to the lottery together so we will have to work out player connections (however tangentially before we start.

Confirmed Player 1 -Nikolaus De'Shade Sayri Al'Bashere

-Jesse Heinig - Tali the Nomad - Female Human (Garundi) Desert Druid - Mummy Cursed
-Itzi - Uthe - Female Catfolk Sorceror - Foreign Opportunist
-Grumbaki- Ankhef Bonesplitter - Dwarven Divine Tracker Ranger Corpsehunter- Undead Crusader
-A highly Regarded Expert - Rastaf of SarenraeHalf orc Cleric of Sarenrae - Undead Crusader
-Ellioti - Efni Raan - M Human Sorceress - Blood of the Pharoahs
-Myriade 99 -Dhakira Menedes V of Erekrus- Dwarf Cleric (Herald Caller) of Pharasma - In post on Page 2 of recruitment - Mummy Cursed
-CampinCarl9127 - Atash Rahine -Half-Elf Unchained Rogue (Eldritch Scoundrel) - Foreign Opportunist/Inquisitive Archaeologist
-Anthorg - Canetor - Half-Orc Slayer - Devotee of the Old Gods -
-The ArchLich - Layla Kheper Human Swarm Shifter - Undead Crusader
-Robert Henry - Ratal DierHuman Ranger (Coprsehunter/Divine Tracker) - Undead Crusader
-Dragoncat - Jazadi Kimendyne -Half-Elf Archaeologist Bard - Inquisitive Archaeologist
-Dorian 'Grey' - Uhe Stonethorn Male Dwarven Bard (Archaeologist) - Trapfinder
-Aldizog - Blackspire Thundergloom -Gnome Dirge Bard - Trapfinder (Mummy-cursed/Foreign Opportunist)
-Pathetic Wretch Khafra Almaktoum Human Bloodrager - Sphinx Riddler
-Rorek55 - Alaros Vattz- Half-elf Occultist - Trapfinder
-MauveAvengr - Athothes -Male Half-orc Warpriest of Anubis - Devotee of the Old Gods
-Mark Thomas 66-Sahba Al Xemestra Spire Defender Magus - Sphinx Riddler
-Veltent Khadir Al'Xefon -M Half-Orc Unchained Barbarian
-Sha'ir - Teseh Mebret- Human Bloodrager - Wati Native
-Blaydsong - Hesiim MinaiSylph Alchemist - Inquisitive Archeologist.
-Solicitor - Kimbia Kudu Ngao M Human Shaman - Mummy Cursed
-Balacertar - - Amara Kho Female Human Wizard

Partially complete submissions:
-Bender is Great - Zynnyr Jyrran - Human Bloodrager - Sphinx Riddler
-Roward Armstead - Khefu Amun Al Qwadi - Human Ranger (Divine Tracker) - Trapfinder
-Laird Thorne - Oracle - Devotee of the Old Gods

-Ouachitonian - half-orc warpriest?
-Voodoo Monkey - Dwarven Steelbound Fighter
-Joker27 - Alchemist/Wizard?
-Cuan-Pathetic Wretch - Human Bloodrager
-Trevor 86

I changed the Campaign Trait to Sphinx Riddler

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