GM Knightmare's The Vulture Court [Mummy's Mask]

Game Master TheChelaxian

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

Occult Ritual Rules
Research Rules
Map of Wati

Roll20


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

Not bad! 8, 13, 13, 14, 14, 18 is better than I expected. Will have to mull over what to play, though I'm tempted towards building an undead scourge paladin...


Alright, I will throw Harold into the mix - LN Elf Occultist(Battle Host), who is loosely based on a certain black-clad, tattooed Bedouin-style Pharaonic guard -)

(He is also intended to fulfil the role of trap-disabler)


I would definitely be interested in a Mummy's Mask game. I am actually working on posting my own recruitment for a game, so not sure if I will get a character created in time, but I am definitely hopeful.

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


I changed my idea a bit.

Divine Verminous Hunter. But still heavily scorpion themed


Uhg. So many idea for this specific build. Sorry for the spam

Wondering if I should go Warpriest diving commander and then switch over to hunter?if people have input, I'd welcome it

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


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All right, here is my submission. Given the focus on old gods, I decided to change him from Sarenrae to Ra.

Character concept:

This is an undead scourge paladin, which is one of the options the player's guide suggests to match the campaign's theme. I realize that a paladin can trivialize some of the challenges, being immune to fear and diseases (Divine Health even mentions mummy rot by name), and Mercy being able to heal fatigue. I still went with the Endurance feat to make him handle the desert a bit better. But I see this as a strategic choice, not a game breaking one.

In any case, there aren't that many opportunities to go an ifrit paladin and stay in the campaign's theme. This means that whenever I use the burning hands spell-like ability, I will definitely be shouting "By fire be purged!".

Character sheet:

STR 18, DEX 13, CON 14, INT 8, WIS 9, CHA 16

Male Ifrit (native outsider)
Medium Size
LG (Undead Scourge) Paladin of Ra 1
BaB +1
Init +1; Senses: Perception -1, Sense Motive -1 Darkvision
CMB +5 (1BaB +4str)
CMD 16 (1BaB +4str +1dex)
Favored Class Paladin
FC bonus: +1 HP

Defense
AC 19, touch 11 flat-footed 18 (+6 Armor +2 Shield +1 Dex)
HP 13 (10 +2 (1*2Con) + 1 (1*1FCbonus))
Fort +4 (+2 base +2 Con) (+2 vs death effects) (add Endurance bonuses)
Ref +1 (+0 base +1 Dex) (+2 vs death effects)
Will +1 (+2 base -1 Wis) (+2 vs death effects)
Fire resistance 5
Dies only when negative HP is Con score + 4

Offense
Speed 30 ft
Melee Longsword +5 (1d8+4/19-20x2)
Melee Power attack Longsword +4 (1d8+6/19-20x2)
Ranged Longbow +2 (1d8/20x3)
Space 5 ft, Reach 5 ft
Smite Evil 1/day +3/+1

Other abilities and SQ
Aura of Good (Ex):
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Smite Evil (Su) (1/day):
This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

Spell-like ability:
Burning hands (DC 11 + Cha) 1/day

Traits:
Resurrected
Blessed touch
Elemental Apprentice

Feats:
Lvl 1 - Endurance

Skills:
Knowledge (religion) +3 (1 Ranks -1 Int +3 CS)

Background skills:
Knowledge (history) +0 (1 Ranks -1 Int)
Knowledge (nobility) +3 (1 Ranks -1 Int +3 CS)

Languages: Common, Ignan

Equipment:
Wealth: 39gp 4sp
Common items
Longsword, Heavy Steel Shield, Chainmail Armor
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Alchemical items
Alchemist's fire x2
Holy water

Background:

"Who are you?", a voice entoned. "I... I don't know. Who are y..." the ifrit started to answer, but was cut off by the original voice asking in the same tone as before "Who are you?"

The ifrit shouted "I don't know!" The voice entoned once again, without changing the tone "Who are you?" The Ifrit paused this time. He managed to remember his name and said "Ozain! Ozain Brimstone is my name." The voice asked again, but this time louder and aggressively "Who are you?"

Ozain was scared. He started to make an effort to remember. He wasn't sure what he was supposed to remember, but he did an effort nonetheless. Slowly his memories started to come. Memories of his life. He was born in a small town in the Osirian desert and lived unremarkably until he reached adulthood. His outsider family never wanted to draw attention to themselves and feel any prejudice from humans. He answered the voice "I'm nobody." The voice calmly asked "What will you do?"

Ozain made an effort to remember all the things he did up to that point. He remembered trying to be useful and helping people. He acted without caring much for himself, acting first and asking questions later. He grew physically strong and people rallied behind him. He faced stronger and more powerful opponents. He doesn't know how he survived fighting gnolls, giant scorpions and snakes. Or did he? He remembers now, he was stung! The fever lasted days. Who took care of him? Who healed him? Nobody! He remembers now, he died! Ozain is dead! Is this the afterlife? Is he talking to Pharasma? No, this is not the river Styx. But if he still had the consciousness to remember all that, then he could make choices for himself. He said "I will continue to fight injustice." The voice paused, then asked "What do you feel?"

Ozain was suddenly aware that he wasn't feeling anything. In fact, he wasn't seeing anything! Was he blind? Panic started to set into his mind. Instinctively, he tried waving his arms, but he didn't feel any arms or legs, or a body for that matter. Then, he felt a presence. It was the source of the voice. He couldn't explain it, but he felt it there. Its presence was soothing and warm. He felt safe, relaxing under the sun. The sun! Could this be...? He remembered learning about the old gods of Osirion, the undying legacy of the old cult. He started to understand what was happening. He said "I feel resolve." The voice asked "Who am I?"

Ozain could obviously not remember this, but something came to his mind all the same. If this isn't a memory, then... It is obvious, it is a vision from the entity. A vision of undead creatures rising and tearing apart the people of the city of Wati, in Osirion. And the only thing that destroyed the undead was the sun itself. Ozain replied "You are Ra, the sun."

The voice finally asked again "Who are you?" The ifrit answered matching Ra's tone "I am Ozain Brimstone, paladin of Ra, bane of the undead." Ozain opened his eyes. His body was hurt and weak, but he was alive. He picked himself up and started walking. He knew exactly where to go.


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"If we're goin' to introduce ourselves," the Shemtej Amurrun says with Alkenstari twang, "I might as well go next. Ana-net-Bast, alchemist and cleric of the Sly Enchantress herself," she says with a proud smile, "at your service. I provide decent aim, healin', and epidemic prevention services usin' a combination of alchemical and divine sources. The sly enchantress ain't just a god of pleasure; she's a god of secrets as well, and I'll happily use any of 'em to heal y'all."

Ananet adjusts her pistol and vials with a smile. "My family always kept to their worship of the old gods, and worshippin' Thoth over deadbeat Nethys has always served 'em well back home -- magic bein' finnicky and all. Their relics, their history, is why I'm here. Moved here to connect with any potential remainin' worshippers of the Old Gods here, and once I heard the lottery was up? Relics of Old Gods to find?? Boy howdy, count me in!"

She then adjusts her clothing, which is a mix of modern Osirani fashions and semi-mass produced Alkenstari items. "Now, I know there's some... reputation surroundin' the Old Gods, and Bastet in particular. But, especially durin' the investigation of a tomb, I primarily keep to the Enchantress's portfolio over secrets and healin'. You don't need to worry about me usin' any enchantin', magical or otherwise, to get my way with y'all."

Likely not going to do romance even if that might be in Bastet's portfolio, she's rather focused on the secrets and healing aspect. Figured I'd add an RP sample here as well.

And in terms of role, healer. Obviously.


@ananet

I won't mind linking stories if we both get chosen , same with @Veniir


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(I move in, now move out) Hands up, now hands down
(Back up, back up) Tell me what you're gonna do now
(Breathe in, now breathe out) Hands up, now hands down
(Back up, back up) Tell me what you're gonna do now
Keep...

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


I have this guy who I really like; we got to the 2nd adventure in the AP before the game died. He's a high-Int elf with the concept that his line of elves in Osirion are like the medjai in The Mummy- they venerate the ancestors, preserve the tombs, and protect the artifacts in the name of the pharoah. So he'd be joining the lottery to destroy monsters that could harm the tombs and to make sure the group he joins doesn't do too much wanton damage. I think he also had a vague secondary goal of wanting to retrieve a certain artifact that we never nailed down.

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

OK Captain Average. Str 8, Int 18, Cha 11, +1 everything else. I can work with that. Diviner Wizard, lots of Knowledge skills, also takes the Trap Finder trait and specs toward item crafting as he levels up.

I'll rebuild the sheet to modernize it since I made him a really long time ago.


Just a quick word in to let you know that I'm still interested, but work is crazy this week and I probably won't have the time to finish my character before this week-end (at the earliest!)


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Since we are delightfully embracing the old gods, here's a snippet from my notes on the matter...

"Wati is the seat of the Ancient Osiriani renaissance of the “old gods” and their worship. This is a young endeavor - only officially recognized in the past 20 years - and no grand temples remain to the old gods. Instead, repurposed homes, hospitals, and abandoned structures are being renovated to provide sanctioned shrines for the new devotees. A brothel has become a temple to Bastet. Several mortuaries house shrines to Anubis and the four funerary gods. The dawn sees gatherings beyond the eastern walls of Wati greeting Horus and Ra with reverence.

The official churches of Pharasma and Nethys see this renewal as a passing fad at worst and an appreciation for the nation’s rich history at best. As such, they allow even their own to partake in the rituals. Historians and scholars use Wati as a hub from which they dig up the past to learn more about these ancient gods and their cults. More than the popularized twenty deities have been discovered in this manner, leading some to think there are dozens of forgotten sources of divine power buried in Osirion’s sands."

Y'all can use this context for developing your faith/practice of the Ancient Osiriani Pantheon in Wati or wherever your character picked up their worship.


Ythiel wrote:
Just a quick word in to let you know that I'm still interested, but work is crazy this week and I probably won't have the time to finish my character before this week-end (at the earliest!)

No worries, you have till April 19th to get a final draft ready.


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I'm excited to see so many actually going for ancient osiriani

I think it'll enhance the game. I've only played like a chapter or 2 into the 1st book. So eager to see what's next

Once our power is back. I'll be able to get the crunch and some kind of initial story

Selqet and Qet:

Selqet
Female human (Garundi) warpriest (divine commander) of Selket 1 (Pathfinder RPG Advanced Class Guide 60, 129)
CG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 14 (+4 armor, +4 Dex, +2 Shield)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scorpion whip (aa) +6 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork scorpion whip (aa))
Special Attacks sacred weapon (1d6, +0, 1 rounds/day)
Warpriest (Divine Commander) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, divine favor
. . 0 (at will)—create water, detect magic, light
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Agile Maneuvers, Combat Reflexes, Slashing Grace[ACG], Weapon Focus
Traits ancestral weapon (numeria), blood of pharaohs, fate's favored
Skills Acrobatics +2 (-2 to jump), Climb +4, Heal +6, Knowledge (nobility) +7, Knowledge (religion) +6, Profession (soldier) +6, Ride +6, Sense Motive +6, Survival +6
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ finesse weapon attack attribute
Other Gear chain coat, heavy steel shield, mwk scorpion whip (aa), 85 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Scorpion whip [AA]) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Weapon Focus (Flails) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

--------------------

Qet CR –
Giant scorpion (Pathfinder RPG Ultimate Magic 37)
N Medium vermin
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 15 (2d8+2)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +2 (1d4 plus grab), sting +2 (1d4 plus poison)
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2
Base Atk +1; CMB +2 (+6 grapple); CMD 12 (24 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -1 (+3 to jump)
SQ combat riding, finesse weapon attack attribute
Other Gear lamellar (leather) armor[UC]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison (DC 12) (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. The save DC is Constitution-based.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.

Serqet grew up in the temple. Surrounded by images of the old gods. But she never really took heed of any of them. Simply statues and images her father and mother worshipped. Even with the stories of how she has the blood of ancient kings and queens flowing in her veins, to her it was mere stories. Nothing else. Just to keep her in line and to have her behave. Perhaps even simply so they could brag about her

All this changed one night however. She had a dream. But not just any dream. She found herself in a house, a house like no other. It even shamed that of the great king of the lands. Yet it was no castle. She had no idea how she knew, she simply knew that it was just a house.

As she explored, she began to feel like she was being watched. By many eyes, just outside her field of view. Gone if she tried to look. With each step the feeling grew, until the feeling was accompanied by sounds of skittering, clicking of many many legs

As she reached the stairs at the far end, a gran woman, with a scorpion tail coming from behind her, her eyes, many. She simply smiled, pointed at Selqet, "You are of mine" is all she said, before she woke with a start


Yeah, I'm glad to see so many people with the Old Gods here. Best chance to do so in an official AP too, by a long shot.

Ananet is not originally from Wati, her ancestors fled from Osirion when the old gods' worship was being cracked down upon. Once she heard of news of Wati being the seat of a revival of the Old Gods, she would have tried to make it there from Alkenstar City as fast as humanoidly possible.

And yeah, I'd be more than happy to link with any other Old Gods worshipper, and/or that person thinking of making a Dune/Spellscar drifter.


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A figure in the typically dark vestments of the Pharasmin faith causes himself to be noticed. Now that he has, it is a wonder you hadn't done so before. Unlike the other Catfolk who recently introduced herself, this one is quite obviously not of the same heritage. "I am Vokrin, representative of Pharasma and here to assist with the needs of the expedition. I am devoted to the ending of the scourge of undeath." His silver holy symbol seems to support his story, as does the dagger. He certainly doesn't seem fit, judging by the vestments, but perhaps there is a strength there... oh wait no, definitely not. He's struggling under the weight of his own belongings.

Surely the church would not have sent a useless representative, however. Right?

Submission for ScorchedOne. Relevant info in profile.


so many cats :P (i know hes a rakshasa)


Yes, I thought it would be funny. Also it was hilarious that he gets +dex and -wis. I could've made an amazing sorcerer or eldritch scion magus or many things, but it spoke to me as a Pharasmin cleric.


I hope no one has allergies!


Same with this character. +DEX -WIS Cleric, her original version had a 14 Wisdom. I'd have loved that +3 DEX though...


i love cats, ill just date all of them in game :P

anyway, glad i didnt go cleric. Warpriest with a whip is something new to me, so that could be a lot of fun. Battlefield control with reach and AoO. and later perhaps disarm


I look forward, if both are accepted, to fighting like cats and cats.


Going to force me to go Gnoll.....


Since I've seen a couple paladin submissions already, I'm now waffling between two different character types - one being a half-orc Grave Warden Slayer devoted to protecting his home of Wati. The other being a kobold Crypt Breaker/Chirurgeon Alchemist fascinated by the opportunity to study the traps of ancient tombs. I'll make a decision hopefully by the week's end and have crunch and backstory submitted.


Azrael Dukshi wrote:
Since I've seen a couple paladin submissions already, I'm now waffling between two different character types - one being a half-orc Grave Warden Slayer devoted to protecting his home of Wati. The other being a kobold Crypt Breaker/Chirurgeon Alchemist fascinated by the opportunity to study the traps of ancient tombs. I'll make a decision hopefully by the week's end and have crunch and backstory submitted.

Selqet is also from Wati :D

Silver Crusade RPG Superstar 2014 Top 16

Dorian 'Grey' wrote:
Going to force me to go Gnoll.....

A dangerous choice, to be sure. I had considered it, but with the warnings about monsters, I decided to tread on the safe side of the line.


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Zahir ibn Mahmoud ibn Jothan wrote:
Dorian 'Grey' wrote:
Going to force me to go Gnoll.....
A dangerous choice, to be sure. I had considered it, but with the warnings about monsters, I decided to tread on the easy side of the line.

I didn't forbid monstrous races, syk. It would mean a greater expectation for RP and diplomacy checks, though.


I said that thinking PF2e ... complications rising from my lack of memory of how that works in PF1e.....

Sounds like a challenge!

EDIT!

I found this on d20?

Gnoll

Also, while I am at it. I have been going back to this Archetype.
Ancient Guardian

Thoughts?


Hello!

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

Haven't played a PbP in a minute. Thought I'd throw my name in the hat.


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Dorian 'Grey' wrote:
Thoughts?

Those'd be acceptable for a gnoll character. I double-checked the source for the gnoll stats and they are approved. Also the archetype works well for working with others and for some of the themes of the adventure. You may continue with that submission, just be aware if you're picked you may have some difficult Cha checks early on.

@SagaGenerator: Howdy!

RPG Superstar 2009 Top 16

The lore and intrigue of this (plus the desire to go past level 2 in this AP) is too strong for me to resist. Will get to work of retooling Sahba al-Xemestra, a Keleshite Half-Elf that wn a black bladed kopesh in a dues, and has since been feeling the pull, and having dreams of ancient Osirion, leading her to Wati.

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


Much appreciated! I have the bare bones rolling about in my head already...lol. He is looking fun!

I am entirely certain that his Ancestry may cause some heads to swivel, necks to crack, knuckles getting a bit dusty; but, he is a peaceful, patient, probably a bit particular druid Gnoll ..lol.

Also this Ability will certainly go a long way!

Patience of Nature (Ex):

An ancient guardian does not gain wild empathy at 1st level. Instead, at 2nd level, an ancient guardian adds Diplomacy, Perform (oratory), and Sense Motive to her list of class skills and gains an insight bonus equal to half her druid level on such checks. This ability replaces wild empathy.

You may have reservations at seeing his Cha score, but, that goes away as he levels...hehe! Most charming Gnoll druid ever!

Thank you!


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Here's a new profile for Djehuti of El-Shelad, elf Osirionologist/secret medjai hunting some kind of macguffin in the necropolis. Just needs gear but the stats, feats, skills are all set.

High Int walking library, Trap Finder feat with mid bonus, spells will tend toward control/debuff and feats will go into item crafting.

Stat Block:
M Elf Wizard (Exploiter/Pact), Level 1, Init +1, HP 6/6, Speed 30, AC -, Touch -, Flat-footed -, CMD 12, Fort +1, Ref +2, Will +3, CMB +0, Base Attack Bonus +0
Abilities Str 8, Dex 14, Con 10, Int 20, Wis 11, Cha 13
Conditions None

MELEE

RANGED

MODIFIERS

BACKGROUND:
Elves are rare in the hot, dusty lands of Osirion. There are the oasis elves, but those nomadic elves have little interaction with the Osiriani other than the Yerbira in the western desert or the Shemtej caravaneers. However, there are a few elves scattered throughout the cities of Osirion and among them lives a long secret tradition open only to those who possess the blood of the Witch Pharaoh.

Back near the beginning of the First Age of Osirion, the medjai served as the Witch Pharaoh's bodyguards but when she was thrown down and erased from the histories their purpose changed. They pledged to first carry her name into the future so she would not be forgotten, second to hide those of her works they could preserve, and third to protect what could not be hidden. It has been nearly 7000 years since they first took up their task and while for humans that may be an insurmountably long time to keep a pledge, that is not so for elves with their long lives and longer memories.

The medjai throughout Osirion religiously track down artifacts and holy sites they believe were significant to their Pharaoh, because in spite of their efforts many have been scattered to the winds, stolen from under their watch or simply mislaid in the first place. Many of the medjai are warriors but every one has to also be a scholar, dedicating their efforts to learning the history of their secret society and knowing the significance of that which they protect.

Djehuti's mother is an antiquities merchant in El-Shelad on the Scorpion Coast and his father a teacher at Shelad Madrassa, the famous spellcasting academy in the city. Both of them are full members of the medjai and frequently go into nearby Tumen to follow this or that lead or to recover or prevent the loss of a treasure. He and his sister both grew up learning the medjai's lore along with their letters and loving books and trips into ancient ruins in equal measure.

He has always had a clever mind and his trips as a youngster revealed he also has a way with the many traps one finds in Osiriani ruins. With his father a teacher of magic, it was also no surprise he developed an interest in the arcane arts. What was a surprise, however, was the deep, personal connection he always felt to the Witch Pharaoh. While his parents believe in their mission, Djehuti believes in their patron, to the extent that he even derives some level of power from her.

When the Ruby Prince announced the reopening of the Half-Dead City of Wati, Djehuti jumped at the chance to go and catalog the necropolis's many treasures. The order believes an amulet that once belonged to the Witch Pharaoh can be found in the necropolis.

THE WITCH PHARAOH:
In ancient times, far back in the First Age of Osirion, there once was an elf Pharaoh. She was only a few generations descended of one of those elves that stayed behind during Earthfall, from Mwangi. Most of Osirion didn't even know what an elf even was. Records fail to record why she arrived at the court of Pharaoh Neb-se-mennu II. What they do record is how alien beauty and wisdom captivated the middle aged man, and how he took her for his fourth wife.

As did Pharaoh Neb-se-mennu III. And Pharaoh Janais I. When Janais died under mysterious circumstances, his first wife became The Witch Pharaoh while her latest child to adulthood. Strangely enough, she WASN'T responsible for killing him. Freak ibis accident. But people suspected...

The real trouble began when her older children, sons and daughters of the other two pharaohs, got jealous.

Though the Witch Pharaoh governed with an uncanny grace, her reign was fraught with suspicion and discontent. The eldest children of Neb-se-mennu III and Janais I—already seasoned in courtly intrigue—resented their half-siblings, born of the strange elven queen, whose ageless beauty seemed to mock the passage of years. Rumors whispered through the gilded halls of the capital: that she enchanted the Pharaohs, that her blood was not merely foreign but divine, cursed or blessed by gods forgotten.

As her youngest son from Janais approached his coronation, the Witch Pharaoh bore three more children—two sons and a daughter. These were fathered not by mortal hands but, it was said, by the stars themselves, for no mortal consort was known. Each child exhibited peculiar traits: the eldest son bore eyes like molten gold, his voice a commanding resonance that could demand obedience from even cows. The second son was wreathed in an aura of shadow, moving with the silence of an assassin, while the daughter possessed a preternatural affinity for healing, her touch mending flesh and bone as though time itself heeded her will.

These children became both a boon and a threat. The Witch Pharaoh sent her daughter to the Mwangi Expanse, ostensibly to seek allies among the elf enclaves that still lingered there. Her shadowed son vanished into the deserts of northern Osirion. The golden-eyed heir remained by her side, a towering presence in court, whose very existence deepened the enmity of his elder half-siblings.

Jealousy turned to outright rebellion. The scions of Neb-se-mennu III and Janais I conspired to overthrow their enigmatic mother, spreading tales of her dark sorcery and her inhuman offspring. Their plotting culminated in a bloody uprising, known in the annals of Osirion as the War of the Obsidian Lotus. She won, barely.

But the Witch Pharaoh's downfall was inevitable. As the years stretched into decades, the court's whispers of her unnatural longevity became cries of outrage. How could an immortal elf—a being most Osirians barely believed existed—legitimately rule over their land of gods and men? The seeds of dissent, planted by her elder stepchildren, found fertile ground in the hearts of Osirion's nobles and priests.

Her reign ended not with a grand war, but through insidious betrayal. A distant, fully human descendant of Neb-se-mennu, one who had avoided the bloodshed of the War of the Obsidian Lotus, emerged as a unifying figure for those who yearned for a return to tradition. He presented himself as a restorer of Ma’at, the divine order, and claimed the Witch Pharaoh's rule was a cosmic aberration. His name was Ankhesemnihu, and under his leadership, a cabal of conspirators rose in a coup.

On the eve of her exile, the Witch Pharaoh was seized within her own palace. Her accusers desecrated her memory even as she lived, declaring her a false queen and a seductress who had bewitched their noble Pharaohs. Ankhesemnihu declared her rule and her lineage a blight upon Osirion. Statues of her likeness were toppled, her name struck from official records, and her once-glorious reign rewritten as a dark chapter of Osirion's storied past. Even the most Osirionologists consider knowledge of this period, even to the names of her husbands and children, to be lost to the shifting sands of time.

Taken pretty much entirely from this Reddit post, with just a few tweaks.

PERSONALITY:
TBD
Curious to a fault

APPEARANCE:

Djehuti is androgynous in appearance, tall and willowy with a build that is neither masculine nor exactly feminine. He has pale skin with a bluish undertone that he keeps covered to escape the desert sun and platinum hair so light it is nearly white, which he likewise tends to keep covered to keep the sun off his head. Regardless, people tend to find him attractive though the uncertainty of his gender sometimes makes people uncomfortable.

A sign of his close connection to the Witch Pharaoh (and along with his bluish skin perhaps a hint that she was one of the first drow elves), Djehuti's eyes are a shade of purple so light they are nearly white; people tend to find their coloration unsettling so he usually covers them with some sort of colored lenses.

He has a complex tattoo inked on the inside of his left wrist.

RACIAL TRAITS:

+2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Medium.
Speed: 30 feet.
Languages: Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Illustrious Urbanite: Spell Focus (Illusion), spells can ignore damage to buildings.
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Proficiency in longbow, longsword, rapier, shortbow, and all "elven" weapons are martial
Arcane Focus: +2 racial bonus to concentration checks to cast defensively. Replaces Weapon Familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Darkvision: 60 feet. Dazzled in bright light or within a daylight spell. Replaces low-light vision.

CLASS FEATURES:

Club, dagger, heavy crossbow, light crossbow, and quarterstaff, no armor or shield.
Spells
Cantrips
Arcane Reservoir (Su): 4 (3 +wizard lvl; restores 3 +1/2 lvl every day). Used for exploits or +1 to CL or save DC when casting a spell. Replaces arcane bond.
Exploiter Exploit: 1 (+1/4 levels). Replaces arcane school.
Effortless Magic (Ex): Can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. Alters spellcasting.
Patron Spells: Shadow Patron. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. 1-silent image, 2-darkness, 3-deeper darkness, 4-shadow conjuration, 5-shadow evocation, 6-shadow walk, 7-shadow conjuration (greater), 8-shadow evocation (greater), 9-shades. Replaces scribe scroll.
Great Power, Greater Expense (Ex): At 5th level, choose an Oracle curse, using 1/2 CL as Oracle level

SKILLS:

Adventuring Skills 8 (2 +5 Int +1 FC/lvl)
Disable Device +7 1 +2 Dex +3 CS +1 trait
Kn: Arcana +9 1 +5 Int +3 CS
Kn: Dungeoneering +9 1 +5 Int +3 CS
Kn: Local +9 1 +5 Int +3 CS
Kn: Religion +9 1 +5 Int +3 CS
Kn: Planes +9 1 +5 Int +3 CS
Spellcraft +9 1 +5 Int +3 CS
Use Magic Device +10 1 +5 Int +3 CS +1 trait

Background Skills 2 (+2/lvl)
Kn: Engineering +6 0 +5 Int +1 trait
Kn: History +10 1 +5 Int +3 CS +1 trait
Linguistics +9 1 +5 Int +3 CS

Languages
Common (free)
Elven (free)
Celestial
Ignan
Kelish
Osiriani (Modern)
Orisiani (Ancient)
Terran

TRAITS AND FEATS:

Trait (campaign): Trap Finder
Trait: Dangerously Curious
Trait: Pragmatic Activator
Trait: Osirionologist
Drawback: Family Ties (parents and sister in El-Shelad)
Elf: Spell Focus (Illusion)
1: Scribe Scroll

SPELLS:

SPELLS KNOWN
0: All
1: Burning Sands, Blood Money, Color Spray, Grease, Mage Armor, Protection from Evil, Silent Image (p), Vanish 7+
2: Darkness (p)
3: Deeper Darkness (p)
4: Shadow Conjuration (p)
5: Summon Evocation (p)
6: Shadow Walk (p)
7: Shadow Conjuration (Greater) (p)
8: Shadow Evocation- Greater (p)
9: Shades (p)

SPELLS MEMORIZED
0 (3): Dancing Lights, Detect Magic, Ghost Sound
1 (3): Color Spray, Protection from Evil, Silent Image
-can spontaneous cast Patron spells

GEAR:

WEAPONS

ARMOR

GEAR
Spellbook

Total weight: lbs.
-without pack: lbs.

Light load lbs.
Med. load lbs.
Hvy. load lbs.
Lift (over head) lbs.
Lift (off ground) lbs.
Push or drag lbs.

MONEY 120gp to start


Came up with a character. Still need to finish equipment and give it another look to confirm everything.

Background:

Mansoor Farazm Yousef Tarabin comes from a nomadic desert tribe. He was exiled after falling in love with a betrothed woman and refusing to recant his feelings. The final straw for his tribe was Mansoor performing a salacious poem in front of the woman, her family, and her fiance.

Mansoor is seeking glory and riches in the Half-Dead City to both prove himself worthy of her love and rub his tribe's noses in his success.

Statistics:

Mansoor Farazm Yousef Tarabin

Human Ranger (Skirmisher)
CG Medium humanoid
Init +1; Senses Perception +2

Defense

AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +2

Offense

Speed 30 ft.
Melee scimitar +6 (1d6+4/18-20), light spiked shield (1d4+4)
Special Attacks favored enemy (undead +2)

Statistics

Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 11

Base Atk +1; CMB +5; CMD 16
Traits Genie Blood (race), Devotee of the Gods (campaign), Desert Child (regional)
Feats Shield Focus, Powerful Maneuvers
Background Skills Knowledge (geography) +3, Handle Animal +4
Skills Climb +3, Knowledge (nature) +3, Knowledge (religion) +4, Perception +6, Ride +0, Survival +6
Languages Common
Gear scimitar, light spiked shield, chainmail, ranger's kit, hot weather outfit

Thanks!


Hmm, this is an intriguing one. Gonna throw some ideas around and see if inspiration strikes with a concept and come back later to read properly when I’ve got more time.

Silver Crusade

Could some kind person compile a list of characters submitted/players interested? That would help a lot.
----

I'm trying to decide between melee, rogue or alchemist

rollin: 1d4 + 10 ⇒ (3) + 10 = 13
rollin: 1d4 + 10 ⇒ (3) + 10 = 13
rollin: 1d4 + 10 ⇒ (3) + 10 = 13
rollin: 1d4 + 10 ⇒ (3) + 10 = 13

Silver Crusade RPG Superstar 2014 Top 16

Mustaparta wrote:
Could some kind person compile a list of characters submitted/players interested? That would help a lot.

No way! The last person I saw doing that kept getting loads of crap from people because they didn't like the way their PC was being grouped.


4 people marked this as a favorite.
Mustaparta wrote:
Could some kind person compile a list of characters submitted/players interested? That would help a lot.

Organized by Campaign Traits:

BLOOD OF THE PHARAOHS
Selqet CG Human (Garundi) Warpriest (Divine Commander) of Selket

DEVOTEE OF THE OLD GODS
Ananet Bast CN Catfolk Alchemist (Gunchemist/Chiurgeon) of Bastet
Mansoor Farazm Yousef Tarabin CG Human (Keleshite) Ranger (Skirmisher)

RESURRECTED
Yobiaz LG Human (Garundi) Paladin
Ozain Brimstone LG Ifrit Paladin (undead scourge) of Ra

TRAP FINDER
Arronus Triari N Half-elf Occultist (Haunt Collector)
Marcus Vorloren NG Human (Taldan) Bard (Archeologist)
Harold Wainwright LN Elf Occultist (Battle Host)
Djehuti of El-Shelad Elf Wizard (Exploiter/Pact)

UNDEAD CRUSADER
Dusken Tombwhistle LN Gnome Sorcerer
Rani Kamaria NG Human (Garundi) Ranger
Vokrin LN Beastbrood Cleric of Pharasma

CONCEPTS
Elizabeth Ardoc CN(G) Human Alchemist
Sahba al-Xemestra half-elf black blade magus
Dorian ‘Grey’ gnoll druid (ancient guardian)
Ouachition oread unchained monk (living monolith)
TheWaskally aasimar bard (archeologist) tied to Esoteric Order of the Palatine Eye
trawets71 unchained rogue
Ruin Explorer cavalier (spellscar drifter)
Crisischild bloodrager into mortal usher of Pharasma
Mustaparta melee rogue or alchemist

INTERESTED PARTIES
Archpaladin Zousha
Ythiel
Spazmodeus
infomatic
MoFiddy
FangDragon
akododani
Shadow Dragon
Azrael Dukshi
wanderer82
Red Heat
Slowdrifter

If I mispelled/mislinked/missed anyone, do let me know and I'll correct my doc for copy/pasting in the future.


quite the selection going on here


1 person marked this as a favorite.

Conceptually, Djehuti qualifies for the Blood of Pharaohs campaign trait based on his background and pact. His whole background is about being descended from a pharaoh whose name was blotted from the histories. I just took a different trait.

Silver Crusade

Rolling to see what comes of it:

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

Pretty good for a change.

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.
Zahir ibn Mahmoud ibn Jothan wrote:
Mustaparta wrote:
Could some kind person compile a list of characters submitted/players interested? That would help a lot.
No way! The last person I saw doing that kept getting loads of crap from people because they didn't like the way their PC was being grouped.
Djehuti of El-Shelad wrote:
Conceptually, Djehuti qualifies for the Blood of Pharaohs campaign trait based on his background and pact. His whole background is about being descended from a pharaoh whose name was blotted from the histories. I just took a different trait.

And here I thought that the GM's chosen method of sorting by Campaign Trait was immune to dissent.

Liberty's Edge

3 people marked this as a favorite.

Sorting by Campaign Trait is imo the best way to do it. My Mortal Usher will use Undead Crusader.

Silver Crusade

GM: Would the Campaign Trait 'Undead Crusader' apply the bonus damage to channel energy?


Shadow Dragon wrote:
GM: Would the Campaign Trait 'Undead Crusader' apply the bonus damage to channel energy?

Yes. I replied to a similar question earlier, but I'm ruling it as each undead hit by positive channels would each take an additional point of damage.


1 person marked this as a favorite.

Sahba! Good to see you here!


1 person marked this as a favorite.

I stand corrected: I actually managed to finish my character today :') And the first Wati native, if I'm correct!

It's been a lot of fun reworking and writing this one. Thanks for the opportunity! If there are any mistakes in the crunch, let me know.

------------------

An androgynous-looking young man drops a huge backpack at his feet, and surveys the small party of adventurers that have already gathered on the marketplace evenly. His frame is slight, and yet he shows no sign of pain or exhaustion from carrying his burden – which is almost uncanny. You can spot at least three weapons on him – a bow, a mace and a scimitar. Someone has over-prepared. There is a ring at one of his left fingers bearing the symbol of a ram’s head. His clothes are simple: a mere linen tunic belted at the waist beneath his studded leather armour, and a knee-length shendyt. Yet, they almost suspiciously do not look dusty or worn-out, like any adventurer’s would. They are so simple that they seem nearly studied to appear as inconspicuous as possible.

The young man spots one of the Handlers and approaches him, lifting his heavy bag with one hand as he goes. He settles it down again, and leans forward to give out his name. ”Amal el-Irfan,” he says in a voice kept quite low. “Fighter.” Evidently, that is information enough. The Handler scribbles something down, gives him the standard instructions – and just like that, it’s over. No further questions are asked.

The man grabs his bag, and walks a few paces away to settle down and wait. He sits on top of his bag, and pulls out a book. The title reads in Osiriani Half-Dead: The Rise and Fall of the City of Wati.

“I don’t recognise any of you,” he greets the other adventurers in his native language. “Are you mercenaries? I’d never thought the necropolis would attract so many people from the outside. Though I guess it checks out.” His gaze goes from one religious symbol to the next, and his eyes widen. “Gods. Are you all worshipers of the Ancient Pantheon? I’ve never seen such symbols outside of those ruins. Is this a collective thing I’m not aware of? An association between temples – or congregations?”

He seems intrigued, but for a reason you can’t quite place, you feel like he almost wishes that there would not be some kind of great alliance between secret cults at play. Not out of fear, but rather out of… weariness. Strange, in someone so young.

Crunch:
Amal el-Irfan
Human, Bloodrager (Arcane Bloodline) (1)
Alignment: NG
Gender: NB (He/They)
Hair: Black
Eyes: Golden
Age: 18
Height: 5 ft 6 inches
Weight: 110 lbs
Deity: Khnum
Init: +1; Perception +4
Favored Class: Bloodrager (+1 Skill)
Languages: Osiriani, Common, Aquan
Special Abilities: 

Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. 

Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. 

Special Abilities:
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

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.

Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

------------ 
DEFENSE 
------------ 
AC: 15, touch 14, flat-footed 11
HP: 11
Fort: +4
Ref: +1
Will: +0 (+2 vs fear)
------------ 
OFFENSE 
-----------
Spd: 40 feet 

Melee: 
Scimitar +5 (1d6/18-20/x2)
Light Mace +5 (1d6/x2)

Ranged: 
Shortbow +2 (1d6/x3/60ft)
20 Arrows

---------------------------- 
Equipment and Money 
---------------------------
Starting Money: 180 po
Combat gear: 
Defense: Studded Leather , Shield (light steel),
Offense: Light Mace, Scimitar, Shortbow, Arrows.
Other possessions: Air Bladder, Bedroll , Bullseye Lantern, Chalk (2 pieces), Flint and Steel, Fortifying Brew (2), Silk Rope (50 ft), Grappling Hook, Hot Weather Outfit, Oil (10), Piton (4), Soap, Tent (medium), Torch (3) , Trail Rations (3), Waterskin

Spare Money: 
PP: 0 
GP: 3
SP: 8
CP: 3
Other valuable: 
Carried Weight: 115 lbs (65 without the tent)

Encumbrance: 
0-100 lbs: Light Load 
101-200 lbs: Medium Load 
201-300 lbs: Heavy Load
------------- 
Statistics:  (18, 8, 12, 13, 14, 11)
--------------
Str 18
Dex 13
Con 14
Int 8
Wis 11
Cha 14
Base Attack: +1; CMB:+5, CMD: 16

Feats:
Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)
Combat Reflexes (+2 additionnal AoO / round , even when flat-footed)

Skills: 4
Acrobatics +5
Climb +8
Perception +4
Use Magic Device: +7

Background Skills:
Lvl 1: Swim +8
Linguistics +1

Traits:
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Open-Minded Explorer: You grew up constantly interacting with people who speak unfamiliar languages and have diverse customs; your manners may not be polished, but your acceptance of others is genuine. You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when you’re speaking the racial or ethnic language of the target creature.

Wati Native : 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.

Languages (3): Osiriani, Common, Aquan

Spellbook:

Spoiler:

Background (more fluff!):

Amal is the second child of a powerful wizard and a marid. He wishes it were as amazing as it sounded.

How do you even begin to explain the day-to-day life of a family with reality-bending power at their fingertips? Suffice to say that retired adventurer Hafiz el-Irfan liked to teleport straight to the university he taught at. Thankfully, he always had plenty of Unseen Servants to help around the house when he was not there.

It was a bit more complicated to answer questions about his mother, who, for that matter, was rarely home. Lidhalla had gone from being a mere servant to a shahzada in the Water Plane to striking an advantageous match with an adventurer that allowed her to do pretty much whatever she wanted. She had traveled the world, and sometimes, even the planes, her musical talents no longer outshined by any member of marid nobility. She had started a little family of her own – a little pet project, barely a century long, by genie standards. When she missed them, she actually went home, for a while. But she had never tolerated a routine, and sooner or later she was gone again.

It was a strange upbringing. The second-hand embarassment that Amal got from other kids gawking at their parents and proclaiming how very, very cool they must be never quite diminished as they got older. He much preferred saying nothing about his parents than attempting to explain their life choices to other people. No, his father wasn't upset with his mother; if the el-Irfans lived by one rule and one rule only, it was to respect that other people thought differently than you did, and never to will someone into something they weren't. No, Lidhalla was no desert genie and, in fact, didn't talk to them much; she had tried, and found their obsession with human politics quite bothersome. It was not her business. Why had they moved to Wati? Because it was Hafiz' hometown, and between the remote location, the ancient graveyard and the infamous plague outbreak, real estate was cheap. Amal also suspected that it was appropriately far away from Khemet III and his antics – but he kept that to himself.

It was on the day that he had to answer questions about one room from his house disappearing overnight – Lidhalla had wished to turn her private hammam into a pocket plane for the sake of convenience – that Amal had sneaked into the necropolis for the first time. At the moment, being surrounded only by ruins and the ghostly presence of those who had nothing to prove or explain felt more comforting than whatever was outside.

Contrary to what a lot of kids his age seemed to expect, Amal had never inherited any cool powers from either of his parents. Quite the opposite. At age eleven, his eldest sister already moved and danced with a fluid, supernatural grace that made her Lidhalla's pride and joy – but nothing of the sort had manifested in Amal. They had no talent for music. They couldn't wrap their heads around a spellbook. They had turned to fencing with not much natural talent, and never could win a fight against their sister, who would defeat them bare-handed. Neither Hafiz nor Lidhalla seemed to mind that Amal failed where his parents or sister were excelling, or even to consider that he was not skilled in the first place. But Amal did mind; and here, in the dust and ancient ruins and silence of Wati's necropolis, in its half-faded hieroglyphs that he would painstakingly draw to look up the meaning later, he had truly felt like he had discovered something that belonged only to him.

The ancient writings were undecipherable, but here or there he would discover a symbol that could be associated with ancient gods. As Amal painstakingly mapped out the ancient pantheon, they began to leave small offerings in front of the religious symbols in the necropolis: an incense stick, usually, or flower petals, that could easily be covered by the sand or blown away by the wind. They became particularly interested in one ram-headed figure – Khnum, so the books said – that supposedly ruled over the oceans. During the peak of his obsession, Amal would collect small objects that more or less related to Khnum, and arrange a small corner in his bedroom to be dedicated to the god. Hafiz and Lidhalla were not religious, but they did not comment on these strange habits.

If there truly was something that could faze his parents, then, for a long time, neither Amal nor his sister had found it. Lidhalla was happy enough to grant her first-born a wish, and turn her into the woman she wanted to be. Hafiz was happy enough when his daughter changed her name to Pallavi, and helped her out when she decided to try her luck at an Iroran monastic retreat on the island of Jalmeray, and got accepted. They had never quite understood why Amal insisted so much on doing things without any magical help – including his own transition – , but such decisions were his own entirely.

They were, however, slightly more shocked that he had entered the lottery to explore the tombs of the necropolis – not that they had remained blissfully unaware of his excursions there. Amal had talked about them out loud, but he knew full well he had not been discreet, and they had only turned a blind eye out of politeness. Convincing his parents that he would go in on his own, with standard training and some equipment, while refusing any of their help, was less of a conversation and more of a full-blown argument. But Amal was tired of being the black sheep of their family, and the opening of the necropolis to adventurers, while still embarrassingly close to home, was what he hoped to be a good path to emancipation.

Personality and Appearance::

Boyish and androgynous, Amal has curly, short hair and brown skin, inheriting from their father's mixed Keleshite-Garundi heritage. They are lean but rather small, and prefer to dress in ample clothes that conceal their frame. While they own embroidered jellabiyas, they often prefer to go for a simple white, linen shirt tied at the waist and worn underneath their armor, and a knee-length shendyt. In true Osiriani fashion, their shield is engraved with an ankh cross, and they wear a ring bearing the symbol of Khnum – a ram's head – on their left ring finger for protection during his travels. His eyes are possibly the only hint of his marid parentage. They are golden, more yellow than light brown, and remiscent of the colour of the ocean at sunset.

While Amal tends to come off as rather blasé and taciturn, his definition of what he would consider unusual simply goes against most people's expectations. Having lived most of his life being exposed to unbelievable things, he craves normalcy. He can be left unfazed by the wildest travel accounts of Osiriani aristocrats returning from a trip to the Impossible Kingdoms, and yet express genuine interest for the happy childhood of the baker at the corner of the street who learnt how to make perfect bread with his grandmother. This keen interest in everyday experiences, no matter how mundane, makes him quite likeable to most of his conversation partners.

Born to powerful spellcasters who traveled the world and met all kinds of people, Amal is very open-minded. He was exposed to different cultures, races and mindsets, yet his knowledge is seriously wanting regarding very practical information. To their frustration, they would be unable to locate the places they've visited on a map, much less master most foreign languages beyond "hello", "thank you", and "tea, please". As a result, they almost doggedly refuse any magic help beyond the bare necessities.

Like most of his maridar ancestors, they are genuinely curious about the world and get easily bored. They rarely read a book more than once and dislike most routines, seeking change and new life experiences to thrive.


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

Changes are inevitable, but this grants a pursuit.

His Backstory is developing in my mind...lol.


This looks like it could be fun

Roll: 1d4 ⇒ 4

Roll: 1d4 ⇒ 2

Roll: 1d4 ⇒ 4

Roll: 1d4 ⇒ 1

Sanna-Sia is a half-orc Magus. She's come a long way to study the ancient ruins of Osirion. Something of a passion. That, and she might amass the kind of knowledge that would let her make waves in the scholarly community back home. Would certainly please her overbearing parents

Grand Lodge

Will retool this profile. Looking to go Whirling Dervish Swashbuckler.

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

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