Welcome to those selected! Thank you for your time and effort in designing and developing your interesting characters. My goal is to have fun above all else in a collaborative environment. Please try to finalize your characters (equipment, feats, etc.) over the weekend so we can get started.
I hope you can all post at least once per day M-F and I understand if it is less on the weekends. If you're going to be out, let me know and I will do the same.
Any questions, please let me know. The module assumes that you are an established adventuring group participating in the lottery in Wati for the opening of the Necropolis. However, I could also start you out as strangers chosen randomly (?) (by fate?) to work together in this endeavor. Let me know your thoughts on preference: established group or strangers?
Woo! Thanks for the selection! I am looking forward to this game and playing with all of you. I will work on and finish some purchases with my remaining gold - most likely scrolls.
As for the question about the group starting, my personal preference is strangers but whatever the majority says is fine with me.
Male Human Cleric (Pharasma) 2 HP 13/13 | AC 17, FF 16, Touch 10, CMD 13 | Fort +3 Ref +0 Will +6 | Init +0 | Per +3, SM +7 | Speed 30ft (20 in armor) | Channel (Positive) 7x/day | Disrupt Undead 6x/day | Rebuke Death 6x/day |Conditions:
I should have no issue posting once per day M-F.
Radamiel is from Wati so if any other characters are also from Wati perhaps we have crossed paths or have some history as friends.
Radamiel grew up in the Asp neighborhood and his family owns a bakery there.
As a cleric of Pharasma, perhaps others have come to the church for blessings or to arrange funerary rights for loved ones.
Prior to the start of our story, Radamiel has spent time with a patrol tasked with eliminating skeletons or other undead reported in villages or farms around the outskirts of Wati.
Maybe other characters are from or were present in one of those villages when we met.
Or, maybe we know each other from frequenting the same tea house where we struck up a conversation, played cards, or played other games.
Hey everyone! Happy to be here, thanks for having me. I'm fine with anything, but given that some of us are Wati natives, and others foreigners brought here by various influences, strangers seems to make the most sense.
My gear is all set and I've paid off 10 gp for my average lifestyle this month. Falric is not a native of Wati, but he hopes to find his fortune here and has a little (literally) place of his own in town - nothing fancy.
Idari and Radamiel, please format your Race/Class tabs as the others have done so I have your relevant information at a glance. The PbP thread is available so you can dot. Please let me know when your characters and purchases are done so we can start.
Tethys, can you break down the +9 perception, with a -1 wisdom penalty? 2 ranks, class skill (+3), +3 skill focus, +1 trait -1 wisdom = +7/+8 vs. traps. Did I miss something?
TN Female Half-Elf | Fighter 1/U. Rogue 1 | HP 4/19 | AC 17, FF 16, Touch 11, CMD 16 | Fort +2 Ref +2 Will -1, +2 vs enchantment | Init +2 | Per +9, SM -1 | Speed 20ft | Conditions:
The_Mummy_GM wrote:
Tethys, can you break down the +9 perception, with a -1 wisdom penalty? 2 ranks, class skill (+3), +3 skill focus, +1 trait -1 wisdom = +7/+8 vs. traps. Did I miss something?
-1 (wisdom) +2 (ranks) +3 (trained) +2 (keen senses) +3 (skill focus) =9, and then +1 for traps only
Tethys, can you break down the +9 perception, with a -1 wisdom penalty? 2 ranks, class skill (+3), +3 skill focus, +1 trait -1 wisdom = +7/+8 vs. traps. Did I miss something?
-1 (wisdom) +2 (ranks) +3 (trained) +2 (keen senses) +3 (skill focus) =9, and then +1 for traps only
Should we have a consensus on collecting stuff? With a cleric in the party it seems like a touchy subject on what we can take and what should be left alone.
TN Female Half-Elf | Fighter 1/U. Rogue 1 | HP 4/19 | AC 17, FF 16, Touch 11, CMD 16 | Fort +2 Ref +2 Will -1, +2 vs enchantment | Init +2 | Per +9, SM -1 | Speed 20ft | Conditions:
We can work that out IC, cause Tethys is taking them. If Radamiel or anyone else objects they can talk her down. Bonus points if they tell Tethys she'll be cursed for taking something she's not supposed to.
Male Human Cleric (Pharasma) 2 HP 13/13 | AC 17, FF 16, Touch 10, CMD 13 | Fort +3 Ref +0 Will +6 | Init +0 | Per +3, SM +7 | Speed 30ft (20 in armor) | Channel (Positive) 7x/day | Disrupt Undead 6x/day | Rebuke Death 6x/day |Conditions:
I was trying to find some guidance on this recently because I realized it could create conflict for Radamiel.
Here's my current take, GM feel free to weigh in if you feel differently and I will play it out accordingly.
Pharasma's primary role is judging souls once they've left the Prime Material plane and ushering them to their final destination. Any items left here after death are for the living and fair game to re-enter circulation.
Disturbing bodies at rest, unnecessarily defacing, or desecrating the burial site are not to be tolerated.
That's how I'm thinking of it at the moment. The Pharasmin church has given us the nod to explore these locations and bring things back.
Radamiel, I think your take is spot on. The Church's view is that explorers must not desecrate or vandalize standing structures and tombs but preserve them as the memorials they were intended to be. Some structures may be trapped or decrepit, but willful and unnecessary destruction will not be tolerated. The dead should be treated with dignity and respect. If the interred need to be disturbed to recover an antiquity or relic, they should be returned to their resting places carefully. It is understood that the ancient dead are often brittle, but there is no need for the contents of a sarcophagus to be summarily dumped on the ground. This rule does not apply to the undead or other abominations, obviously.
PF1 cantrips aren't spectacular but they aren't that bad. Acid splash is pretty good for low-level damage does as much as a dagger and it's a touch attack, daze is good but only against living opponents, disrupt undead'll probably become pretty handy soon
Male Human Cleric (Pharasma) 2 HP 13/13 | AC 17, FF 16, Touch 10, CMD 13 | Fort +3 Ref +0 Will +6 | Init +0 | Per +3, SM +7 | Speed 30ft (20 in armor) | Channel (Positive) 7x/day | Disrupt Undead 6x/day | Rebuke Death 6x/day |Conditions:
Hey everyone, apologies for no posts recently. I got hit with some heavy crud earlier this week and was offline. I'll be catching up on posts this evening.
Thank for understanding. Yeah, sure, you can roll a new character if you still want to play. Do you have an idea of what you're going to play? Maybe we can link your background to a player in the group?
FWiW you only had 8.75% of killing me outright with that shot.
Leaning towards either a straight bloodrager right now, not sure about further details. I've got to paint some 40k figures tomorrow for a tournament on the 16th and I'm running an IRL game tonight so it'll be Monday before I can work out the details.
Yeah, real bad luck - 25% chance of getting selected and then an 18 on die roll and a 7 on d8 - not your day. :) No problem, hope to hear from you on Monday.
Female Catfolk Gunchemist-Chiurgeon 1 / Cleric of Bastet 0 | hp 9/9 | Init +5; Perc +9 | AC15 (T12 FF13) | CMD -1 CMB +1 | Fort +3 Ref +4 Will +3 (can reroll reflex, +1 v. divine magic) | Grit: 3/3
Yeah, excited to play this concept! I take it both Bosco and Ananet are going to be introduced (to the party) at the same time? And yeah, 60% catfolk is definitely going to be fun!
You can go ahead and post. Do you prefer to be adventurer looking for work who missed the lottery or do you have another tie-in? Or maybe you’re friends with the other catfolk? I imagine it is a small tight knit community.
Female Catfolk Gunchemist-Chiurgeon 1 / Cleric of Bastet 0 | hp 9/9 | Init +5; Perc +9 | AC15 (T12 FF13) | CMD -1 CMB +1 | Fort +3 Ref +4 Will +3 (can reroll reflex, +1 v. divine magic) | Grit: 3/3
I'd say probably friends with the other Catfolk, even if she's not originally from Wati (Alkenstarian, originally, hence the pistol), she'd have been there long enough by now to know them. I don't know how I should start, presumably something similar to Bosco's of just starting out the day? Have never entered in the middle of a campaign, so don't know where to start.
No worries. We will say you were late to the party for the lottery and your curiosity got the best of you and you wandered to the gates of the Necropolis where you see 2 catfolk acquaintances of yours chatting with a halfling and human female so you wander on over and we take it from there.
Female Catfolk Gunchemist-Chiurgeon 1 / Cleric of Bastet 0 | hp 9/9 | Init +5; Perc +9 | AC15 (T12 FF13) | CMD -1 CMB +1 | Fort +3 Ref +4 Will +3 (can reroll reflex, +1 v. divine magic) | Grit: 3/3
Alright, I posted something akin to Bosco's initial post, even quoting his for good measure. Decided to go with her having drank a bit too much the previous night. Will introduce her proper to the rest of the party with Bosco, if that's okay.
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?
Hello all! I was off the boards for personal reasons for the last 18 months, but I am back now, eager to run a fun PbP and since I am a fan of undead, Mummy's Mask seems like a good choice. There's a free Player's Guide on the internet which you can find to help with the story.
Character creation guidelines (Looking for 4-5 players):
2nd level (gives your character some history)
15-point buy
No evil
Skills: Per PHB
Classes: All allowed except no summoner and no psionics/occult.
Races: Core and aasimar/tiefling/catfolk allowed.
GP: 1000
HP: Max 1st level and 1/2+1 for second level
2 traits (1 campaign)
Posting: 1/day at a minimum
Looking for a character sheet and the following:
1. Visual description of character.
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 other reasons?
Any other questions, let me know and thanks for considering this PbP.
Curious AoW_GM, I've started Mummy's Mask a few times, but never got past first level, maybe starting at second level will change that. I don't love the idea of a 15 pt buy but I can work with it. Are you considering any Variant Campaign Rules like background skills or such? Not a deal breaker either way, just asking. More importantly, how long will you be leaving the recruitment open?
You pointed out you needed to step away from the boards for personal reason eighteen months ago. I noticed you'd also started two other campaigns over the years, one lasting three months the other four months. I understand stepping away from the boards and have done it twice myself. As I've said, I've started the AP several times. Are there any reassurances you can give to help us decide if this game may last longer than your past three?
Curious AoW_GM, I've started Mummy's Mask a few times, but never got past first level, maybe starting at second level will change that. I don't love the idea of a 15 pt buy but I can work with it. Are you considering any Variant Campaign Rules like background skills or such? Not a deal breaker either way, just asking. More importantly, how long will you be leaving the recruitment open?
You pointed out you needed to step away from the boards for personal reason eighteen months ago. I noticed you'd also started two other campaigns over the years, one lasting three months the other four months. I understand stepping away from the boards and have done it twice myself. As I've said, I've started the AP several times. Are there any reassurances you can give to help us decide if this game may last longer than your past three?
Thanks for the questions.
1. Background skills are in effect.
2. Recruitment will be open until October 22nd, although I reserve the right to shorten it if I get a plethora of good applications.
3. You expressed fair concerns about my prior posting history. All I can state is that I am in a different situation now and am excited for this game and I am in it for the long haul. All I have is my word. :)
Dotting for interest as well. Thinking Wizard, most likely. If no one else wants to play one, I'd consider Cleric as well. Oooh. Or quite possibly a multiclass Wizard/Cleric. Need to think on it.
Dotting - This is an AP that my playgroup had never dipped their toes into and it feels like a great opportunity to play my favorite class the Paladin. The MM Player's Guide suggest the Undead Scourge Paladin Archetype and I like the flavor. Undead Crusader seems like a shoe in fit for a Paladin, but I think the idea of taking Trap Finder for a undead hunting tomb raiding paladin is really fun. Now if we have a Rogue in the party, which we rightfully should, I would go with Undead Scourge.
Hmm..Maybe Investigator. Former eunuch slave who was responsible for the wellbeing of his master's household. His contract was bought by someone he aided and is now investigating on their behalf.
I would go with this character - an Empyreal Sorcerer, with a focus on Disable Device and Heal, along with a side order of Perception, Appraise, and Linguistics.
Both the build and backstory are complete, apart from the tentative projected spell list.
The answer to the trait question notwithstanding I present Sahba al-Xemestra, Black Blade/Spire defender Magus who wields a khopesh taken from a defeated opponent, that has been giving her dreams of Ancient Osirion of late, as the blade slowly awakens, remembering its past.
Visual/Personality/Motivation:
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Appearance (weapon aside) Black Blade (as yet unnamed)
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Blending the sleek lines of her father’s elven blood, with the dusky mystery of her mother’s Keleshite human features, Sahba is quite the striking beauty. Her thick raven-black hair frames an elegant face, usually concealing the telltale points of her ears, amber eyes, and full mouth, present an overall warm and inviting presence, enhanced by the sparkle of intelligence in her direct gaze.
She moves with a dancer’s grace, seeming to instinctively avoid obstacles in her path, which, coupled with her well-toned muscle gives her almost a predator’s prowl.
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Personality
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Far more intelligent than most people first assume when meeting her, Sabha’s face-first, adventurous approach to life overshadows a shrewd mind that carefully assesses situations, while appearing to simply leap recklessly into danger. Eager to learn and experience the lost mysteries of the world, fascinated by secrets and puzzles, and possessing a genuine love of obscure arcane combat forms, she lives life out loud, often choosing to walk directly toward danger rather than avoid it, despite knowing better.
Her training and upbringing have instilled in her a strong protective streak, which she often displays quite impulsively, often with little regard for a high degree of risk.
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Background
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Tired of the millennia-old, isolationist views of his fellow Masked Elves, and filled with an undeniable wanderlust and curiosity, Sahba’s father turned his back on his home and his people, abandoning his post as master Spire Defender, and setting sail on a series of harrowing adventures across Avistan, all the way to the Gurundi continent, where her would meet the love of his life, the adventurer Xemestra, in Katapesh.
Her parents’ pride and joy, Sahba developed into a brilliant and vivacious young woman, curious, brilliant, and a protégé at the battle arts of her father, taking to the arcane sword style with an ease that would rival most full-blooded elves. Her skill with a blade, and utter love of the mysteries of magic and lore, soon took her into the circles of academics and treasure hunters, often seeking skilled bodyguards and protectors for their expeditions, a role into which she fit wholeheartedly.
On one such expedition, she would come by her now signature weapon, when the sorceress leading the group, with whom Sahba was in the midst of a brief fling, got into a heated exchange with a group of Osiriani. True to her nature, the impulsive half-elf stepped in, not quite calming things, but rather settling matters when it all came to blows, ending with the most belligerent of the Osiriani leaving both his hand and his intricately tooled, obsidian black khopesh behind as his fellows carried him off to find a cleric.
Gifted with he father’s talent for picking up unusual weapons, it was only a little while before she was wielding the exotic blade as if born to it, almost guided by a connection to the weapon itself. Whether by coincidence, or something more, she found herself drawn more and more to jobs that took her across the northern border, eagerly exploring the deep mysteries of the land’s deserts, and oddly enough, dreaming of life in its past, and feeling the pull of the oldest nation.
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Motivation
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Sahba loves adventure. The rush of getting herself or someone else out of a dangerous situation, the thrill of learning, discovering some obscure piece of knowledge, or finding an object or weapon that hasn't been seen by mortal eyes in centuries is irresistible.
Unbeknown to her, the dreams of Ancient Osirion she's been having of late, come from the sleeping intelligence within her khopesh, her own magic slowly awakening the long-dormant intellect, bringing fragments of memory and knowledge of a time long past. This, as much as anything else, has driven her to the city of Wati, and the almost unimaginable opportunity to explore, experience, and learn.
I finished typing up this rendition of the Gunslinger: Solras. An adventurous migrant stopping by Osirion as it's the main hold of followers of her faith.
Mechanics-wise a somewhat all-around character with good AC and two campaign traits to be more embedded in the world than she otherwise would be.
3. You expressed fair concerns about my prior posting history. All I can state is that I am in a different situation now and am excited for this game and I am in it for the long haul. All I have is my word. :)
That's good enough for me, thanks for being willing to discuss it :)
Amenhotep of Wati wrote:
Interested.
Dude! long time no see!
Dotted:
Robert Henry
GM DavidC
Dotted w/ideas:
Critzible: Trapper Ranger or maybe an Unchained Rogue.
Athrehon: Thinking Wizard,
RelicBlackOUT: Undead Scourge Paladin
Phillip Gastone: Investigator
If I missed someone, or got something wrong, please let me know.
I wasn't sure what I wanted to consider, so the easiest way to decide sometimes is to look and see what everyone else is doing. I'm leaning towards a Swashbuckler just need to get a backstory I like. When I get more of the fluff and crunch done, I get something posted.
A big +1 to that! I’ve already played the first book of Mummy’s Mask, so I’ll sit this one out, but i’ve had the pleasure of having Luke_Parry as a player in one of my PbP games. Strong recommendation from here.
I finished typing up this rendition of the Gunslinger: Solras. An adventurous migrant stopping by Osirion as it's the main hold of followers of her faith.
Mechanics-wise a somewhat all-around character with good AC and two campaign traits to be more embedded in the world than she otherwise would be.
Fixed the "Two campaign traits" issue, now they have the Devotee of the Old Gods trait along with Reactionary
Submitting a Dirge Bard.
Have some GP left to spend, but the character is basically set.
Answers to Questions:
1. Visual description of character.
The gnome wears extravagantly embroidered black outfits, often marked with grim symbols and designs such as skulls and spiderwebs, yet he speaks with a gentleness and warmth that belies his appearance.
Blackspire has a bushy white mustache and beard. He stands three and a half feet tall and weighs 41 lbs.
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?
Gnomes don't really need things such as 'reasons', do they? Well, Blackspire staves off the Bleaching by learning and performing, and is particularly fascinated with death, valor, and hope in the face of impossible odds. He also believes he was once a hero of the Shining Crusade who, at the end of the war retired to the First World; this lingering Crusader influence explains his anti-undead zeal.
Curiosity, love of epic tales, and the knowledge that these explorations are going to happen and ancient undead are going to be released, so he may as well be there to combat such things and send them to their eternal rest.
3. Are you a native of Wati or found yourself here for other reasons?
Professor Blackspire Thundergloom (not his original name - upon reaching adulthood he threw some ominous sounding words in a bag and drew out a few) was born about sixty years ago in the Verduran Forest. A traveler and scholar, he has wandered the world as many of his kin did, seeking knowledge.
Working on a Half-Elven Cleric of Nethys / Sorcerer, with the character intent to eventually become a Mystic Theurge. We'll see how well that works out in the story. :D
This is the avatar for Athrehon's submission, btw. CS and details to follow.
Another log on the fire; here's Loukas "Luke" Caradoc. Pertinent details include: being a Slayer treasure hunter; struggling terribly with this whole Osiriani language people in Osirion insist on speaking; and wondering why I spent two feats on a frog.
Appearance:
Although his raucous lifestyle has provided him with a healthy tan - doubly so since arriving in the desert lands of Osirion - Luke isn't too hard to pick out in a tavern. Clearly a foreigner in dress, right down to the classic Taldan longsword at his side, his height of 6-foot-something makes him all the more conspicuous. That same height coupled with handsomely chiseled features render the young man not unattractive, even if Luke isn't half the charmer he thinks he is. With his perpetual stubble, roguish grin and brown hair just a bit too wild for polite society, he may look like a mother-in-law's nightmare. However, at the same time he is just a bit too affable to star in younger women's dreams of the bad boy. Instead he treads a narrow middle ground, perhaps the straight-laced librarian's guilty pleasure.
The toad that periodically peeks out of some pocket or another certainly doesn't help.
Background/motivation/personality:
Ancient Osirion has fascinated many across Golarion and naturally so. The sand-blasted remains of the millennia-old civilization, all towering obelisks and grand temples, are only eclipsed by the imagination they inspire, the image of a civilization at its peak brought low. With the possible exception of its home country, nowhere does the fervor for this bygone age run hotter than in Taldor, a society detractors jeer as itself beyond its peak. There, Osirionology is high fashion, mania even. The very idea of the Osirion that was invokes spirited, if taboo, discussions on imperial decline in the decadent nation. Relics, entire buildings are imported and reconstructed, there for sirs to gawk at with an overpriced cup of tea from the in-house café while madams prance about in petticoats fastened with scarab brooches.
Of course, what some would call ‘importing’ others would call ‘stealing’. Modern Osirion being a young and vulnerable nation, freshly revived from its Qadiran occupation, is still vulnerable to preying from older, more established powers. And there are undeniably more than a few Taldan noble coffers heavy with Osirian gold.
The respectable Caradoc family has more than a few such coffers, although the value of their contents is more so historical than monetary. A fact soon to weigh heavily on their youngest heir. Their patriarch, an esteemed museum director, took on the new fashion of Osirionology with aplomb, filling both his displays and home with pharaonic ephemera. His enthusiasm was either shared or supported by colleagues, spouse and children excepting one: his youngest son, Loukas. As typical a boy who ever lived, he never showed the slightest inclination for his family’s academic avocations, instead pursuing such interests as tree climbing, very fast horses, girls and carousing, in that order. A tall, handsome youth in possession of more wit than smarts, his became a life of late-night hijinks and later mornings' regrets. A good life for any lad.
All of which screeched to a halt when his father ran afoul of the mummy’s curse. It was a popular enough story, of course, that of the sarcophagi warded by a baleful hex there to blight whoever dared disturb its occupant. Loukas – ‘Luke’ to his more lowly friends – never put much stock in such tales. Who would care enough about corpses to protect them with traps and magic? Well, the Ancient Osirians cared, and the proof was evident to see in his father, supernaturally withering from the spiteful curse of a mummy. The exact account is hardly worth telling; Luke certainly didn't care for the details. What mattered was that the Caradoc patriarch's latest acquisition - a sarcophagi containing some long dead noble or another - had afflicted him most terribly when opened, seemingly accelerating his aging. His mortal coil aged years within a day, and this was the horror his helpless family had to endure witnessing. For a week, they saw the poor man grow steadily older while feebly trying to rally the resources to cure him, to find a priest to undo the curse.
Sadly, the Osirionology had damned the man in more ways than one. For this was no affordable hobby, and the family's resources were now revealed to be dangerously drained. In fact, they owed a substantial amount to the Abadaran church. Before any other solution could be found, the proverbial sands of time ran out; Luke's father died in his bed looking nothing so much like the mummy he had so offended.
In the wake of this tragedy, the dire straits of the family became clear. And with most of his other siblings having families of their own to support, a newly galvanized Luke took it upon himself to remedy the family's debt. Some years later, this is where we find him now, a treasure hunter. Always the black sheep of the house, Luke utilizes the same predilection for ancient history as his mother and sibling to amass funds, but where they work in academia, he ransacks digs sites and tombs for antiques and relics. And he's particularly pleased with his latest target. An Osirian necropolis never before opened to explorers? It almost feels like destiny. How perfectly appropriate for the son to save the family with ill-gotten gains dug up from the very same sandbox that damned the father. Why, the long dead pharaohs practically owe him this, the miserable old bastards.
It is in other words a more spiteful Loukas Caradoc than the carefree upper-middleclass lout that was, who sets out for Wati, one hardened by a few forays into murky old tombs and murkier black market dealings. Is this animosity towards an ancient civilization that never knew him irrational? Of course it is, and Luke knows it. While no intellectual, the young man is not half as dumb as he likes to pretend; he understands that there is no justice in grave robbing. But dwelling on his own loss only makes it that much more weighty, and dammit all, if having someone to blame doesn't feel good - anyone but himself, the prodigal son who perhaps could have been there for his father. And so he does, ignoring his own better sense and seeking refuge in his old life as a rake when he can, in the simple pleasures of drink, good conversation and perhaps a nice girl or two.
Apologies for the backstory running a wee long, and thanks for reading if you made it. On that note, kudos to you, Robert Henry, for keeping these submissions collected and organized for the GM. Good on you.
I think everything should be in order in the profile, but if not, feel free to ask questions. Hope there will be room for this fish out of water/foreign opportunist (even has the trait) in the party.
Another log on the fire; here's Loukas "Luke" Caradoc. Pertinent details include: being a Slayer treasure hunter; struggling terribly with this whole Osiriani language people in Osirion insist on speaking; and wondering why I spent two feats on a frog.
I am curious how you qualify for the eldritch heritage feat, which has 3rd level as a prerequisite.
And I'm curious how I caught two out of three prereqs yet missed the last one. Never mind, Power Attack it is! Good catch and apologies for the mistake.
Lucky Strike Catfolk Wizard (Prophecy School) 1
Str 8 Dex 14 Con 12 Int 17 Wis 8 Cha 12
He's a smoker....
@AoW_GM
I would like him to exchange for these racial traits?
Curiosity:
Source Advanced Race Guide pg. 91
Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
Climber:
Source Advanced Race Guide pg. 91
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
He will be the group's Lucky charm!
Thank you!
Traits:
Wati Native [Campaign]
Source Mummy's Mask Player's Guide pg. 10, People of the Sands pg. 31
You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.
Affable [Social]
Source Champions of Purity pg. 13
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Thinking of submitting a Pahmat Dwarf, either going Fighter into Living Monolith, or be a Stonelord Paladin. Seems like the submissions so far could use a chunky frontliner!
Here's Radamiel's description, brief background, and statblock.
Description:
Bright blue eyes scan the room as the bald, bronze-skinned man crosses the room, a book tucked under his arm. He finds a seat at a small table and immediately opens the book to a marked page and begins reading as his finger traces across the page.
A friendly smile appears on his face as he looks up at the waitress who takes his order for a modest meal and drink, his attention returning to the book as soon as she turns to leave. His head begins to nod as his finger taps the page before gently closing the book, pulling a holy symbol to his lips as he whispers a prayer.
He opens his eyes and traces the spiral on the cover of the book now confident that the path he is preparing to travel is in alignment with the will of The Lady of Graves.
Background:
Radamiel was born in Wati, the son of a baker and a retired Knight of Ozem. His father had participated in several skirmishes on the border of Geb and likely fueled Radamiel's early disdain for the undead. Hearing how the Parazmin order helped to rebuild Wati coupled with the awesome sight of the Grand Mausoleum pulled him to the service of Pharasma.
His interest in exploration is partially sheer curiosity, largely to put to rest any undead that he may discover and also to ensure the tombs are not being desecrated during exploration.
Statblock:
Human Cleric
Male human (Garundi) cleric of Pharasma 2
N Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 13 (2d8)
Fort +3, Ref +0, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . heavy mace +3 (1d8+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Special Attacks channel positive energy 6/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—disrupt undead (+wis mod to dam), rebuke death (1d4+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, cure light wounds[D], protection from evil, sanctuary (DC 14)
. . 0 (at will)—guidance, light, stabilize, vigor
. . D Domain spell; Domains Final rest inquisition, Healing
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Statistics
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Str 14, Dex 10, Con 10, Int 10, Wis 17, Cha 13
Base Atk +1; CMB +3; CMD 13
Feats Extra Channel, Turn Undead
Traits corpse hunter, undead crusader
Skills Acrobatics -4 (-8 to jump), Diplomacy +5, Heal +8, Knowledge (religion) +6, Sense Motive +8, Spellcraft +4
Languages Common, Osiriani
Combat Gear potion of cure light wounds, holy water (4); Other Gear breastplate, dagger, heavy mace, backpack, bandolier[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy symbol with compartment[UE], holy text (The Bones Land in a Spiral)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 615 gp, 5 sp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (6/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Final Rest Inquisition) Deities: Iomedae, Pharasma, Sarenrae
Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Turn Undead (DC 12) Stnd act, 1 channel energy, undead in 30 ft. flee as if panicked for 1 min. (Will neg).
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He is researching/purchasing spells for his spellbook. May he purchase 2nd and/or higher spells to write in there?
And, let's talk about Scribing scrolls?
Yes to the first question. As long as you stay within the 1000 gp limit, you can scribe scrolls/craft alchemical items/etc. at the reduced prices allowed by the skill or feat.
Thank you for the summary - really helps me sort the applications. Please note that I will choose the applicants by the rp story, background, personality/visual depiction/coolness of the character concept rather than choosing one character for each of the tropes (healer/arcane/frontline/skill monkey). For example, if I like 4 rogues, that is what I will pick.
I am applying with Falric: halfling bard/alchemist. I played him for 6 levels in a Giantslayer campaign before it died off and I really liked his multifaceted utility as the group's trap disabler, tank, scout, knowledge guru on some subjects, and consistent small damage dealer. I've modified him to fit the guidelines, but I think the dervish dance, devotion to Sarenrae, and crypt breaker archetype (not optimum) fit this desert setting. I hope you like and good luck all!
Thank you for the summary - really helps me sort the applications. Please note that I will choose the applicants by the rp story, background, personality/visual depiction/coolness of the character concept rather than choosing one character for each of the tropes (healer/arcane/frontline/skill monkey). For example, if I like 4 rogues, that is what I will pick.
No problem! I saw other people doing it so I figured I would do the same!
He is researching/purchasing spells for his spellbook. May he purchase 2nd and/or higher spells to write in there?
And, let's talk about Scribing scrolls?
Yes to the first question. As long as you stay within the 1000 gp limit, you can scribe scrolls/craft alchemical items/etc. at the reduced prices allowed by the skill or feat.