GM Knightmare's Mummies Bois [Mummy's Mask]

Game Master TheChelaxian

A telling of the Pathfinder first edition adventure path "Mummy's Mask".

Occult Ritual Rules
Research Rules


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Welcome scholars, delvers, and collectors, to the Half-Dead City of Wati and the chance of a lifetime! Our Ruby Prince, Khemet III, has seen fit to allow groups of adventurers access to the tombs of Wati’s necropolis for the purpose of finding, recovering, and documenting its treasures. With permission and sanction from the esteemed Church of Pharasma, you all must clear a screening of your character and a testing of your abilities. As such, to be entered into the lottery you must fill out these forms to prove your worth and be assigned a Handler.

QUALIFICATIONS
Races: Our Ruby Prince is not a closed minded man, and he recognizes such discoveries as might be discovered may be valuable to all. As such, any of the seven core races and more exotic races – such as those with genie, celestial, or elemental blood – may be permitted into the sacred tombs. Monstrous races like kobolds and goblinoids might be permitted should they be submit to a watchful eye and behave in a civilized manner.
Classes: Knowledge and treasure draw all walks of life, as such any class found in the Archives of Nethys may be permitted, with preference held for Unchained versions. However, our Handlers do not validate or recognize any third-party classes and as such will not permit them. Classes should be considered based on their abilities to survive in harsh and dangerous environs, including unforgiving deserts, trapped and haunted tombs, and places were magic of all kinds festers unchecked. Reference the Mummy’s Mask Player’s Guide and suggested reading materials located on page 4 for suggestions.
Alignment: Adventure calls to all in one way or another. Any Good or Neutral alignments are permitted, with Lawful Evil considered should the applicants sign contracts to cooperate with the group they are assigned.
Stats: The purpose of forming a team is to cover as many bases as possible while having experts in certain fields. Before racial modifiers, applicants begin with an 8 and an 18, then will roll 1d4+10 for the remaining four and array as desired.
Traits: Applicants will begin play with three traits, one of which must include a campaign trait – reference the Player’s Guide or the Archive of Nethys for this list. A fourth trait may be selected, but only if a drawback is selected and worked into the character’s backstory and personality.
Health: We’d prefer applicants who will not die immediately upon entering the ruins and tombs, and so applicants will begin play with maximum hit points for their class. Every level after they will roll for their health, rerolling 1’s.
Wealth and Gear: Applicants will being their adventures with maximum wealth for their classes, recommending they prepare as best they can for the dangers ahead.
Hero Points: Applicants begin play with 1 hero point, and gain more through through the normal avenues listed in the Advanced Player’s Guide and for correctly calling out your Handler for misreading a rule, missing an effect, etc.

BACKGROUND CHECKS
Background: Applicants may come from anywhere on Golarion, but note that they must have a reason to delve into these tombs, ruins, and dungeons and be willing to work with others. Conflict within groups is to be expected but is not recommended. These dungeons will be claustrophobic, trapped, even haunted and warded. Cohesive teamwork will be paramount to survival and success.
We also request applicants provide a reason they are seeking to delve into the tombs and ruins. Does he owe money? Does she wish to achieve scholastic fame? Does he seek to recover a family heirloom before another steals it? Does she desire to overcome fear of the undead?
Additional Rules: Background Skills, Occult Adventures, Research rules from Ultimate Intrigue, Elephant in the Room feat rulings, Variant Multiclassing, and Ultimate Campaign will be utilized. While this is an Adventure Path, your Handler plans on allowing downtime for character goals and personal objectives.
House Rules: Current House Rules from your Handler, these may be added onto as expeditions progress.
a) Knowledge checks and Perception checks can be made as free actions during combat.
b) When resting, characters restore 1 hp + Con modifier. If Con bonus is negative, treat it as zero when determining regained hp during rest.
c) If a creature is unconscious and/or dying and receives magical healing – even if this does not bring the creature to positive hp – that creature stabilizes.
d) An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you are unarmed, you only threaten surrounding squares if you have at least a +1 BAB or the improved unarmed strike feat, and thus, can only make attacks of opportunity in those cases. An attack of opportunity “interrupts” the normal flow of actions in the round. An attack of opportunity also never triggers an attack of opportunity, as the sudden nature of the attack means that it doesn't give opponents an opportunity to punish your opening, even if something about the attack would normally provoke (such as making it unarmed.) If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).
e) Projectiles such as arrows can be recovered if the player rolls above 25% on a percentile dice (ie 26% or higher).
f) Religious devotion may be rewarded with slight buffs, such as hero points, extra healing, divine inspiration, etc.
Leveling Up: Applicants will advance in level via milestones rather than xp grinding.

CLOSING STATEMENTS
Your Handler has been inspired by The Mummy (1999), Strange Brigade, the Egyptian campaign of Age of Mythology, Amenti, Nephren-Ka, and The Jewel of Seven Stars to craft this experience for applicants.

Posting will be expected to 1/day at minimum, with weekends being looser. Your Handler will proceed with posts when at least 4 players posted. If selected, please provide a guide for botting should IRL keep that player from posting. Romancing NPCs or consenting PCs is permissible, but ERP is strictly forbidden as it is unprofessional and the sweat and other residues might ruin the artifacts or ruins. The Handlers will not tolerate indecency or immature behavior between characters or players either.

Your Handler is looking for 6 applicants, preferably arranged into a decently balanced party. Recruitment will remain open till April 19, 11:59pm EST, with winners announced April 20. Feel free to contact your Handler with questions or concerns. The city of Wati, our Ruby Prince, and our Handlers once again thank and welcome you to this experience.

Radiant Oath

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

Oooh, haven't seen a recruitment for this AP in a while! I'll get started on throwing together a character! Maybe some sort of archeologist from Ustalav...

1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (3) + 10 = 13

Not bad, not bad!


Dotting! I have a Bloodrager I could rework a bit...

Dice Throws below for Stats, because I don't have a physical dice set and should therefore be jailed :') :

Stat 1: 1d4 + 10 ⇒ (2) + 10 = 12
Stat 2: 1d4 + 10 ⇒ (3) + 10 = 13
Stat 3: 1d4 + 10 ⇒ (1) + 10 = 11
Stat 4: 1d4 + 10 ⇒ (4) + 10 = 14


Interesting. Not sure what I’d play. But interesting.

1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (2) + 10 = 12
That’s, uh…wow. Ok.


10 + 1d4 ⇒ 10 + (4) = 14
10 + 1d4 ⇒ 10 + (1) = 11
10 + 1d4 ⇒ 10 + (1) = 11
10 + 1d4 ⇒ 10 + (1) = 11

Hmm. I think I'll create an aasimar bard (archaelogist), with plans to multiclass into investigator (sleuth), with ties to Esoteric Order of the Palatine Eye.


Rolling...

10 + 1d4 ⇒ 10 + (2) = 12

10 + 1d4 ⇒ 10 + (3) = 13
10 + 1d4 ⇒ 10 + (2) = 12
10 + 1d4 ⇒ 10 + (3) = 13


rolling for stats …

1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (2) + 10 = 12


1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (1) + 10 = 11

Well those are lackluster numbers. Ah well.

I note you say celestial blooded, do you allow the opposite? I have a tiefling who I think would be fun as a Pharasmin Cleric.


@Ythiel: You should be, lol. I rarely play in person anymore and I can't stop collecting sets.

@Ouachitonian: That's hilarious, lol.

@TheWaskally: Ooo, the Palatine Eye is a good fit, for obvious reasons.

@ScorchedOne: That should have been more clear on my part, my apologies. I meant to imply aasimars AND tieflings were permitted. So yes, you can submit a tiefling.


Excellent. I shall prepare the most statistically poor Cleric of this age!


I've had this campaign axed twice in quick succession due to flaky GMs, so hopefully I get good enough rolls for the character I've already made! Violant's submission here, not updated for your character-building yet, but I also play Iosif in your other campaign. I'd have come up with a non-gun character but... well, this was a character I already had for this campaign, lol.

1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (3) + 10 = 13

Agh crap. 8 STR, 15 DEX, 12 CON, 12 INT, 16 WIS, 14 CHA it is. Was hoping for 16 DEX. I'll rewrite her character sheet to your specifications shortly. For the old gods of Osirion!

Dark Archive

10 + 1d4 ⇒ 10 + (1) = 11
10 + 1d4 ⇒ 10 + (1) = 11
10 + 1d4 ⇒ 10 + (2) = 12
10 + 1d4 ⇒ 10 + (4) = 14

Silver Crusade RPG Superstar 2014 Top 16

Stat: 1d4 + 10 ⇒ (3) + 10 = 13
Stat: 1d4 + 10 ⇒ (1) + 10 = 11
Stat: 1d4 + 10 ⇒ (3) + 10 = 13
Stat: 1d4 + 10 ⇒ (4) + 10 = 14


Stat A: 1d4 + 10 ⇒ (1) + 10 = 11

Stat B: 1d4 + 10 ⇒ (4) + 10 = 14

Stat C: 1d4 + 10 ⇒ (4) + 10 = 14

Stat D: 1d4 + 10 ⇒ (2) + 10 = 12


GM Nightmare Knight wrote:
@Ythiel: You should be, lol. I rarely play in person anymore and I can't stop collecting sets.

In all fairness, I do have one set - but it's not at my flat.

And I don't currently have the money to buy the fancy ones I find on etsy! :')

A tragedy for the ages.


Hmm.. Thinking of Elizabeth Ardoc. runaway daughter from Kaer Maga who wants to pursue her dreams of golemcrafting. Alchemist.

Stat A: 1d4 + 10 ⇒ (1) + 10 = 11
Stat A: 1d4 + 10 ⇒ (4) + 10 = 14
Stat A: 1d4 + 10 ⇒ (1) + 10 = 11
Stat A: 1d4 + 10 ⇒ (2) + 10 = 12


Alright, updated. Will be taking Cleric after 1st level.


Dot.

A: 1d4 + 10 ⇒ (2) + 10 = 12
B: 1d4 + 10 ⇒ (1) + 10 = 11
C: 1d4 + 10 ⇒ (3) + 10 = 13
D: 1d4 + 10 ⇒ (4) + 10 = 14

Heh every roll represented, will put my thinking cap on


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The long lost call to dig has been sounded!

Roll that beautiful bean footage!:

A: 1d4 + 10 ⇒ (3) + 10 = 13
A: 1d4 + 10 ⇒ (2) + 10 = 12
A: 1d4 + 10 ⇒ (4) + 10 = 14
A: 1d4 + 10 ⇒ (3) + 10 = 13

Hmmm....I may have just the idea....

Thank you for running!


Stats: 1d4 + 10 ⇒ (2) + 10 = 12
Stats: 1d4 + 10 ⇒ (3) + 10 = 13
Stats: 1d4 + 10 ⇒ (3) + 10 = 13
Stats: 1d4 + 10 ⇒ (4) + 10 = 14

I'm thinking un rouge but we'll see.

Silver Crusade RPG Superstar 2014 Top 16

@GM - How do you interpret the following Campaign Trait for casters, with spells targeted at multiple enemies, as well does it work on AOE spells or effects (channeling?)

Undead Crusader wrote:
You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.


stats: 1d4 + 10 ⇒ (3) + 10 = 13
stats: 1d4 + 10 ⇒ (2) + 10 = 12
stats: 1d4 + 10 ⇒ (4) + 10 = 14
stats: 1d4 + 10 ⇒ (2) + 10 = 12

So 18,14,13,12,12,8. Hmmmm...


Zahir ibn Mahmoud ibn Jothan wrote:

@GM - How do you interpret the following Campaign Trait for casters, with spells targeted at multiple enemies, as well does it work on AOE spells or effects (channeling?)

Undead Crusader wrote:
You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

I'd read it as it is written, the caster adds +1 to damage dealt. If you roll 2d6 to channel positive energy, each undead takes an additional point of damage. If you roll 3d4+# for magic missile, each missile adds an additional point of damage to it when targeting undead.


I think I'm going to build toward the Living Monolith prestige class. Thinking of starting as an Oread unMonk, but that could still change.


Lets see what I get

stats: 1d4 + 10 ⇒ (2) + 10 = 12

stats: 1d4 + 10 ⇒ (1) + 10 = 11

stats: 1d4 + 10 ⇒ (2) + 10 = 12

stats: 1d4 + 10 ⇒ (3) + 10 = 13


1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (3) + 10 = 13

Dune drifter here I come.


DBH here with my fairly basic Ranger.

Rani Kamaria:

Male Human (Garundi) ranger 1, NG medium humanoid (human)

Init +3; Senses Perception +5,

Languages Common, Osiriani

AC 16, touch 13, flat-footed 13 , hp 11 (1HD)

Fort +3, Ref +5, Will +1, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Melee falchion (two handed) +5 ((two handed) 2d4+6/18-20)
Ranged longbow +4 (1d8/x3)
Melee light steel shield +5 (1d3+4)
Melee cold iron morningstar +5 (1d8+4)
.
Base Atk +1; CMB +5; CMD 18

Atk Options Power Attack, Undead +2,

Special Actions

Abilities Str 18, Dex 16, Con 12, Int 12, Wis 13, Cha 8

Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +0,

Feats Power Attack, Shield Focus

Skills Acrobatics +2, Appraise +1, Bluff -1, *Climb +7, Craft (Untrained) +1, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, *Handle Animal +3, Heal +1, Intimidate -1, *Knowledge (Geography) +5, *Knowledge (Nature) +5, *Knowledge (Religion) +6, *Perception +5, Ride +2, Sense Motive +1, *Stealth +6, *Survival +5, Survival (Follow or identify tracks) +6, *Swim +7,

Possessions falchion; explorer's outfit; studded leather armor; grappling arrow; smoked goggles; light steel shield; cold iron morningstar; Backpack, Common [ Bedroll; Winter Blanket; Desert Kit; Grooming Kit; Mess Kit; Coffee Pot; Hooded Lantern; Oil; Silk Rope (50 ft.); Shovel; Survival Kit (Common); Waterproof Bag; Coffee (Cup) (x4); Trail Ration (x4); ]; Waterproof Bag ; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); Whetstone; ]; Wrist Sheath, Spring Loaded ; Canteen ; Waterskin ; Longbow ;

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Undead (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

bare bones at the moment, I still need to do his background skills and background life.

Any problems of questions let me know.

Liberty's Edge

I'm not hugely fond of single-high-stat builds, but I'm on a Prestige Class bend of late, and this would probably be a decent campaign for a Mortal Usher of Pharasma, probably with Bloodrager as base. Hmm...

1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (2) + 10 = 12


Ruin Explorer wrote:

1d4+10

1d4+10
1d4+10
1d4+10

Dune drifter here I come.

Wait, you mean Spellscar Drifter?

Liberty's Edge

@GM Knightmare Night: Would you allow a Bloodrager to use the Unchained Rage (flat bonuses and penalties instead of modifying Ability Scores) where relevant? That would make things a lot easier...

Bloodrage:

Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.


Unchained Rage:

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.


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Crisischild wrote:

@GM Knightmare Night: Would you allow a Bloodrager to use the Unchained Rage (flat bonuses and penalties instead of modifying Ability Scores) where relevant? That would make things a lot easier...

** spoiler omitted **...

I'd allow it for your submission.

Sovereign Court

1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (2) + 10 = 12


Let's see what the dice gods have for me.

1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (1) + 10 = 11

Sounds interesting. I'll read the player's guide and see what blooms.


Veniir wrote:

Let's see what the dice gods have for me.

1d4+10
1d4+10
1d4+10
1d4+10

Sounds interesting. I'll read the player's guide and see what blooms.

I got it. I'll be submitting an Ifrit (Undead Scourge) Paladin of Sarenrae.


I'm thinking a Dungeon Rover ranger of Selket. Maybe get a scorpion mount

The Scorpion King!


1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (2) + 10 = 12

Okay, I have an Archaeologist Bard (the seventh son of a seventh son of a Taldan noble family, with nothing left to inherit) already rolled up for this but will have to retool him to fit your requirements, but here it goes.

Strength: 11
Dexterity: 12
Constitution: 12
Intelligence: 14
Wisdom: 8 (it is unwise to mess with the unquiet dead)+2=10
Charisma: 18


I was wondering if your character is from Osirian descent. Would it be okay to have a khopesh as a martial and not an exotic?


Seth86 wrote:
I was wondering if your character is from Osirian descent. Would it be okay to have a khopesh as a martial and not an exotic?

I'd allow it.


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Much appreciated. Still nailing down a concept. But this helps a lot


Quote:
Before racial modifiers, applicants begin with an 8 and an 18, then will roll 1d4+10 for the remaining four and array as desired.

Got me curious

1d4 + 10 ⇒ (1) + 10 = 11
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (2) + 10 = 12
1d4 + 10 ⇒ (1) + 10 = 11

Nothing that requires too many above average stats then if anything.

Silver Crusade

Question: Will you consider adding/changing features for followers of the Ancient Osirion deities? For example the Core deities have obediences, fighting styles, etc. but the Ancient Osirion deities have no such options.


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Arronus Triari

Background:

Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari.

He has never met his father, he left before the birth. (Alena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke). The appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now).

His active mind and curiosity drew him to the fringes of the pathfinder society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.

Riccabede has access to many of the artifacts retrieved by the pathfinder society, and among those was a silver coin, retrieved in Osirion, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…).

Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin (Occult Bargain drawback). He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.

Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in the ruins of Osirion. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Wati and signed up to enter the tombs...

Motivation:

Arronus has come to Wati on the theory that treasure hunting in the tombs will make him rich. It also promises a limitless field for his curiosity…

Goals
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (all the things!), whether about occultism, arcana, history, devices … He’s always investigating something.

Weakness:

In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…

Appearance:

A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:

Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.

Mechanics:

Arronus Triari
N Male ½ Elf
Occultist 1 (Haunt Collector)

Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Hero Points: 1

Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 10= 8 + 2 (con)
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +2 = +2 Occultist + 0 Wis
+2 racial vs Enchantments

CMD 16 = 10+0 Bab+4 Str+2 dex

Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending,
L1 (DC 13, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 18
Dex 14 = 14 (Rolled)
Con 14 = 12 (Rolled) +2 racial
Int 14 = 14 (Rolled)
Wis 12 = 11 (Rolled)
Cha 8 = 8

Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Traits: Occult Bargain (drawback, -1 to concentration checks) (drawback), Pragmatic Activator (Magic), Trapfinder (Campaign), Freedom Fighter (PFS) (Faction)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+10 = 1 rank +3 trained +0 wis +2 racial +4 Skill Focus)
Spellcraft (+6 = 1 ranks +3 trained +2 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+6 = 1 ranks +3 trained +2 int (pragmatic Activator))
Stealth (+7 = 1 ranks +3 trained +2 Dex+1 trait)
K Arcana (+6 = 1 ranks +3 trained +2 int)

Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+6 = 1 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)

Occult Skill Unlocks (Appraise, Perception, K Arcana)

Languages : Common, Elven, Osiriani, Ancient Osirian
FCB: Occultist, +0.5 points of mental focus /lvl

Class Abilities:

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB),
Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (spiked gauntlet) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

Equipment (240 gp):

Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)

Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves Tools (30 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), 4 gp, 9 sp

26 GP, 8 SP, 9 CP

Future Mechanical Development:

Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion implement at 10th

Tactical Role:

Melee brute with self buffing and utility magic. Has near-rogue trap and scouting capabilities.


Shadow Dragon wrote:

Question: Will you consider adding/changing features for followers of the Ancient Osirion deities? For example the Core deities have obediences, fighting styles, etc. but the Ancient Osirion deities have no such options.

Absolutely. I plan on having the Ancient Osirion pantheon being far more fleshed out in this playthrough and will be looking into already established work or doing it myself. If anyone has suggestions I will consider them, maybe make a Google Doc/Spreadsheet for future usage.


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Thats awesome, as i do plan to be a follower of Selket (going for the scorpion theme after all)


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“Good morning, respected tomb-seekers, crypt-crackers, and aspiring corpse-stumblers.”

The gnome’s voice cuts across the market noise like a scalpel through papyrus—crisp, dry, and just faintly condescending. Standing atop an empty water barrel, a short figure tips his wide-brimmed leather hat back, revealing a tangle of wind-whipped hair, a pair of amused dark eyes, and a goatee that suggests he owns neither a mirror nor shame. His high-collared white shirt is already sun-yellowed at the edges, though he wears it with theatrical pride, along with a vest sagging under the weight of scroll cases, dangling scarabs, and at least one bone that might still be legal.

“Permit me to introduce myself: I am Dusken Tombwhistle—sorcerer by birth, scholar by compulsion, and linguist by divine curse. I read both Osiriani and Ancient Osiriani, though I must warn you, the latter has no word for ‘oops.’”

He flashes a grin that is either roguishly charming or deeply worrying.

“My blood runs cold, my interests lie beneath the sand, and my curiosity is, frankly, inappropriate. I have walked with wights and bartered with banshees, and I am seeking a small group of like-minded individuals—ideally those who can handle a blade or a bolt—who would like to increase their chances of surviving the lottery by approximately... 27 percent.”

Dusken steps down, dusts off his trousers, and adjusts a mummy-bead necklace around his neck with a theatrical cough.

“If you intend to enter Wati’s necropolis and do not yet have a gnome with a dramatic hat and a working knowledge of post-mortem honorifics, I may just be the corpse-whisperer you need.”

A pause. Then, with a polite bow and an eerie glint in his eye:

“Applicants may inquire here. I work well with the living. Mostly.”


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GM Nightmare Knight wrote:
Shadow Dragon wrote:

Question: Will you consider adding/changing features for followers of the Ancient Osirion deities? For example the Core deities have obediences, fighting styles, etc. but the Ancient Osirion deities have no such options.

Absolutely. I plan on having the Ancient Osirion pantheon being far more fleshed out in this playthrough and will be looking into already established work or doing it myself. If anyone has suggestions I will consider them, maybe make a Google Doc/Spreadsheet for future usage.

Good to know here as well!

Silver Crusade

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GM Nightmare Knight wrote:
Shadow Dragon wrote:

Question: Will you consider adding/changing features for followers of the Ancient Osirion deities? For example the Core deities have obediences, fighting styles, etc. but the Ancient Osirion deities have no such options.

Absolutely. I plan on having the Ancient Osirion pantheon being far more fleshed out in this playthrough and will be looking into already established work or doing it myself. If anyone has suggestions I will consider them, maybe make a Google Doc/Spreadsheet for future usage.

Thank you very much for your quick response. I will see what my brain can come up with and send ideas in a PM as soon as I can.


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A towering garundi man's voice booms deep and low, rolling with surprisingly good humor given the grave subject, "AH, we get to announce ourselves? Excellent. I am Yobiaz, a paladin of.. " He pauses, his brow knitting, "well, I'm a paladin now. I am somewhat behind things as I was dead for three years. The forces of evil slew me, and I confess, should the chance arise, I look forward to a little payback." Yobiaz smiles , seeming to like the idea of smiting evil forces, then goes on " More important is that we treat the bones of our ancestors with respect, and put down any trouble that arises. Mother always said 'Yobiaz, you are big enough to clean up after yourself' and that was when I was a child, so big as I am now; there is more cleaning up I can do than ever! Anyone who has me along, provided they're not part of those evil forces I spoke of earlier, will find they can take cover behind my trusty shield, and the arm holding it..." He thinks it through "Well, behind me period. I'll be behind the shield. You'll be behind me. If you want. Where was I?"
A moment of focus is required as he draws his mule train of thought back on the proper path, "Ah yes, some of you may think as a paladin I will be too strict, too rigid, I assure you, while i hope for some decency among all my companions, I will try not to wag my finger too much. I am new to paladin-hood so am still figuring things out myself. I seek answers and believe I can find them on this endeavor. Perhaps you will help me? That would be VERY nice, and we might even become friends. Delightful yes? YES!" A face akin to burnt umber with shining dark gray eyes , a grin larger than ever full of warmth and good cheer emerges, he bobs in affirmation to his own speech. It's clear by his breastplate at high shine, the stout shield in his grip, and the good condition of the light flail at his side, that he has come prepared to smite evil and aid others as he said he would.

Would you like to know more?*CLICK*:

Yobiaz is a good fellow, if a bit simplistic at times. Roughly three years ago, he was a common caravan guard but of decent heart. When evil forces... may have just been bandits, he's a bit fuzzy on that, tried to take the ancient sacred relics of the Old Gods of the land from the caravan, Yobiaz, who had been raised to respect and honor them, gave his life to buy the caravan time to get away! It did! And.. he died.
In his defense, Yobiaz gave a good accounting of himself and the merchant sent the money he'd earned to his next of kin and even raised a glass to him later.
Garundi clans and families are tight, and when they heard of his sacrifice, they hired a guide, got his body, and .. buried him.
Roughly a week ago, he staggered out of his grave, naked as vulture in a molt, and startled the hell out of a lady putting flowers on another grave (Though one might wonder if she didn't enjoy the show a bit once he assured her he was not undead). Local Pharasmans were baffled, none of THEM had resurrected the fellow, and auguries indicated that while Pharasma 'allowed it' the actual party responsible was 'one of' the ancient gods of Osirian. Yobiaz actually tried to follow his mother's respect of the various gods that predated the Kelishite invasion and such. He prayed to them often. The problem? he has NO idea WHICH of them did it! He knows it must be a goodly or orderly god, for he is now graced with the blessings of a paladin.
It took awhile to haggle with his family to get SOME of the wealth he willed them back (There were some grumbles despite their joy at seeing him again) and he managed to get himself some gear. Hearing of the Wati Lottery, he has presented himself hoping to not just to help people while treating his nation's heritage with respect, but learn which of the Osirian gods not only brought him back, but selected him to be a paladin. And WHY?


GM Nightmare Knight wrote:
Shadow Dragon wrote:

Question: Will you consider adding/changing features for followers of the Ancient Osirion deities? For example the Core deities have obediences, fighting styles, etc. but the Ancient Osirion deities have no such options.

Absolutely. I plan on having the Ancient Osirion pantheon being far more fleshed out in this playthrough and will be looking into already established work or doing it myself. If anyone has suggestions I will consider them, maybe make a Google Doc/Spreadsheet for future usage.

Ptah is the only one I'm seeing with the Earth domain. Is there another, in your telling? Or maybe one particularly closely connected to Sphinxes? Someone an oread wannabe Living Monolith would be particularly drawn too? Nothing against Ptah, just doesn't really seem to be his bag. Beyond "earthquakes are a sign of his displeasure" I'm not really seeing much that connects him to the earth. (Not that I'm opposed to picking him, necessarily, just wondering if there's a better choice.)


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Ouachitonian wrote:
GM Nightmare Knight wrote:
Shadow Dragon wrote:

Question: Will you consider adding/changing features for followers of the Ancient Osirion deities? For example the Core deities have obediences, fighting styles, etc. but the Ancient Osirion deities have no such options.

Absolutely. I plan on having the Ancient Osirion pantheon being far more fleshed out in this playthrough and will be looking into already established work or doing it myself. If anyone has suggestions I will consider them, maybe make a Google Doc/Spreadsheet for future usage.
Ptah is the only one I'm seeing with the Earth domain. Is there another, in your telling? Or maybe one particularly closely connected to Sphinxes? Someone an oread wannabe Living Monolith would be particularly drawn too? Nothing against Ptah, just doesn't really seem to be his bag. Beyond "earthquakes are a sign of his displeasure" I'm not really seeing much that connects him to the earth. (Not that I'm opposed to picking him, necessarily, just wondering if there's a better choice.)

A peek behind the GM screen, I will be using this document by Morhek for inspiration. I'd suggest Amun, Meretseger, or Tutu for sphinxes, and Geb or Aker as alternatives for the Earth domain. I'll gladly dedicate time to flesh out certain gods from this expanded pantheon that pique the interest of selected players.

Due to the shifting nature of mythology, I'm going to portray these other gods as either weakened true gods or demigods like empyreal lords or archdevils based on them falling in and out of popularity between Osiriani dynasties. The "canon" 20 are the most popular or infamous throughout Osiriani history and thus won't have high DC's to identify.

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