GM Knightmare's 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
Maps and NPC Gallery
Loot Sheet


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BLOOD OF THE PHARAOHS
Selqet CG Human (Garundi) Warpriest (Divine Commander) of Selket
Ivar Stonewrought LN Oread Unchained Monk
Tanesh Sundancer NG Ifrit Bard (Dawnflower Dervish)

DEVOTEE OF THE OLD GODS
Ananet Bast CN Catfolk Alchemist (Gunchemist/Chiurgeon) of Bastet
Mansoor Farazm Yousef Tarabin CG Human (Keleshite) Ranger (Skirmisher)
Djedefre ibn al Qadir LN Aasimar Cleric of Ra

FOREIGN OPPORTUNIST
Allie “Cat” Calico CN Human (Taldan) Rogue (Unchained)
Veiled Safina N Human (Keleshite) Witch (Ashifta)
Lucilianus “Luke” Caradoc CG Human (Taldan) Ranger (Fortune Finder/Code Runner)
Dr Utamose LN Human (Garundi) Investigator (Gravedigger)
Atirk “the Scorpion” CG Kobold Swashbuckler (Mouser)

INQUISITIVE ARCHEOLOGIST
Dame Jolánka Graydon LG Human (Varisian) Shaman (True Silvered Throne)
Samma-Sia NG Half-orc Magus (Bladebound)

MUMMY-CURSED
Senemheb LN Human (Garundi) Occultist (Necroccultist)
“Alicia” LG Tiefling (Pitborn) Paladin (Hospitaller)

RESURRECTED
Yobiaz LG Human (Garundi) Paladin
Ozain Brimstone LG Ifrit Paladin (Undead Scourge) of Ra
Nahgul NG Half-orc (Keleshite) Alchemist (Crypt Breaker)
Imhotep LN Human (Garundi) Kineticist (Psammokineticist)

SPHINX RIDDLER
Arfi-em-khet N Gnoll Druid (Ancient Guardian)
Sahba al-Xemestra CG Half-elf Magus (Blade Bound/Spire Defender)

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 N Elf Wizard (Exploiter/Pact)
Kul’Theraka NG Aasimar (Archon-blooded) Swashbuckler (Whirling Dervish)

UNDEAD CRUSADER
Dusken Tombwhistle LN Gnome Sorcerer
Vokrin LN Beastbrood Cleric of Pharasma
Seraphina NG Aasimar (idyllkin) Bloodrager (Primalist/Metamagic Rager)

WATI NATIVE
Amal el-Irfan NG Human (Garundi) Bloodrager
Fayez Abbassi LN Half-orc Slayer (Grave Warden)


So many potential fellow treasure hunters!

Silver Crusade

Atirk “the Scorpion” wrote:
So many potential fellow treasure hunters!

Not just treasure; to right the wrongs of the past and to assist the unquiet dead into a peaceful afterlife. :)


So many submissions! Well good luck folks and especially GM Nightmare Knight, looks like you should be able to tailor the party to your vision for this AP.

Grand Lodge

That's a whole lot of apps to review.


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Marwanun yawned as she stood in the shadows of the Grand Mausoleum’s gates. The priestess of Pharasma regretted getting up early for this. Had she known she wouldn’t be assigned a party till this late she would have slept in. Then again, prophecy wasn’t a thing for a century, she thought wryly.

Finally, she heard her name called and crossed the threshold. There were two long tables set out flanking the Mausoleum’s gates, each under a white awning. Beyond that was the small crowd of lottery hopefuls, mostly foreigners but there was a surprising amount of locals. Surrounding the proceedings hundreds of Wati citizens had gathered to catch a glimpse of those brave or foolish enough to unearth the dead half of their city.

Trying not to look too bored, Marwanun approached the left table and was handed a list. The applicants had been sorted into two categories: established parties and individuals who had to be grouped together based on their skills. This was an additional part of the lottery that had to be quickly put together, since many who traveled here came alone. Seeing no “adventuring group” title on her list, she knew she had a randomly assembled party.

Six names were scrawled in Osiriani with Taldane translations, along with brief descriptions so she could find her people. Marwanun took a moment to try and pronounce the names in Taldane before looking into the gathered adventurers. She cleared her throat and smiled, clapping her hands for attention.

Excuse me, hi, I’m Marwanun, one of the Handlers.” She spoke better Taldane than she read. “I’m going to call out a few names, if you hear yours please step forward and I can get you all set up.

She glanced down once more. “Djedefre ibn al Qadir. Djehuti of El-Shelad. Amal el-Irfan. Jolánka Graydon. Luke Caradoc. And Senemheb. Alright, if you folks could follow me into my office we will get you familiarized with how this is going to go.

----------

Shadow Dragon Djedefre ibn al Qadir
karlprosek Djehuti of El-Shelad
Ythiel Amal el-Irfan
Archpaladin Zousha Dame Jolánka Graydon
Red Heat Lucilianus “Luke” Caradoc
and -Karma- Senemheb

Congratulations are in order, this was even harder than my Strange Aeons recruitment some months ago. Those who have been chosen can post in the Discussion thread and prepare first posts for the opening in Gameplay. To everyone else, thank you all for your interest. I do plan on running at least one more AP this year, so if you didn’t get picked this time around... keep a weather eye on the horizon...


Congrats - have fun, team!

Liberty's Edge

That is a really cool looking group


Congrats to the chosen!


Have fun!

Silver Crusade RPG Superstar 2014 Top 16

Have fun storming the castle, errr, catacombs!


Congratulations!


Congratulations


Huzzah! Congratulations, everyone!


Have fun all!


Congratulations on your Adventuring opportunity!


Congrats to those who were chosen, and have fun!


Dang. Congrats to everyone!


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Emerging from the tombs, tracking sand and coughing up dust, I return...

Well met, adventurers! Blessings of the old gods upon you. While six went into the City of the Dead, only five have emerged. We are looking for a sixth to replace our foreign opportunist ranger who has gone unresponsive.

The current roster for the Vulture Court is:
Dame Jolánka Graydon, human shaman
Djehuti of El-Shelad, elf wizard
Senemheb, human occultist
Amal El-Irfan, human bloodrager
and Djedefre Ibn Al Qadir, aasimar cleric

If you've submitted before, you'd adjust your submissions to lvl 3. If your submitting here for the first time, create a lvl 3 character. See my first post in this thread for creation rules.

I'll be opening this thread till April 25.

Addendum: This AP includes a greater focus on the Ancient Osiriani Pantheon, or the AOP. Including the twenty listed on PF wikis, I am allowing characters to worship any of the god of ancient Egypt, including custom obediences and flavor. Wati serves as a center for AOP revivals in a post-Keleshite occupied Osirion, as well as being one of the beta attempt of the Ruby Prince to open the nation's ruins and tombs to collectors and Osirionologists.

Liberty's Edge

Whilst I recognize that yall already have a bloodrager and need more of a ranged character, I was super happy with how Seraphina - whomst is a bloodrager of Pharasma with plans to go into the Mortal Usher PrC - turned out, so I'll submit her again. I'll try to consider something else that fills more of the holes the party has, and I'll let you know if I come up with a concept for a different character that I want to submit.


I have a Dirge Bard I'd like to play for this AP.

Let me see what the dice say.
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (3) + 10 = 13
1d4 + 10 ⇒ (4) + 10 = 14
1d4 + 10 ⇒ (4) + 10 = 14

Okay, so 8, 13, 13, 14, 14, 18.

I will work up my submission for your consideration. Standard WBL?

Grand Lodge

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

Hmmm 8,11,13,14,14,18...hmmm

Ill look at something to bring up. Maybe a rogue.

Liberty's Edge

Seraphina's updated to level 3.


Selqet and Qet, still available. Can only update to lvl3 later


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

Dotting

Grand Lodge

Thinking a Halfling Patient Ambusher Hunter.


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

Dotting


HP: 2d10 ⇒ (4, 4) = 8 Updating my previous submission.


Ok, this is Ouachitonian's updated submission.


Rolling some dice is always fun...

Ability A: 1d4 + 10 ⇒ (2) + 10 = 12

Ability B: 1d4 + 10 ⇒ (4) + 10 = 14

Ability C: 1d4 + 10 ⇒ (3) + 10 = 13

Ability D: 1d4 + 10 ⇒ (3) + 10 = 13

Edit:
So 18, 14, 13, 13, 12, 8

Let me think...


@GM Nightmare Knight,
I submitted
Arronus Triari
previously in this recruitment. However, that build is in use elsewhere right now, so, if you don't mind, I will come up with another build.


Resubmitting Allie "Cat" Calico from the original recruitment, modified to level 3.

Level 2 and 3 Hit Points, re-rolling 1s: 2d8 ⇒ (4, 6) = 10


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

first instinct is Ratfolk Alchemist or Investigator, but I've got to check the player's guide


2d10 ⇒ (6, 10) = 16


Lapyd here with my submission - Nezari is a suli elementalist shifter, with powers deriving from the genies in her bloodline. Trait-wise, I went with Blood of the Pharaohs - not very strong, but too flavorful to let pass. She's nobleborn and works as a scribe for the court. Profile should be complete with some extra fluff that I added there because why not!

And an Image of Nezari as well :)


I'll be resubmitting my Undead Scourge Paladin or Ra.


Leveled up to 3, barring gear

Selqet and Qet:

Selqet
Female human (Garundi) warpriest (divine commander) of Selket 3 (Pathfinder RPG Advanced Class Guide 60, 129)
CG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 21 (3d8+3)
Fort +4, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scorpion whip (aa) +7 (1d6+6)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork scorpion whip (aa))
Special Attacks fervor 3/day (1d6), sacred weapon (1d6, +0, 3 rounds/day)
Warpriest (Divine Commander) Spells Prepared (CL 3rd; concentration +5)
. . 1st—bless, cure light wounds, divine favor, dream feast
. . 0 (at will)—create water, detect magic, light, mending
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 13, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Deadly Aim, Pack Flanking[ACG], Power Attack, Slashing Grace[ACG], Weapon Focus, Whip Mastery[UC]
Traits ancestral weapon (numeria), blood of pharaohs, fate's favored
Skills Acrobatics +2 (-2 to jump), Climb +4, Heal +8, Knowledge (nobility) +9, Knowledge (religion) +8, Profession (soldier) +8, Ride +8, Sense Motive +8, Survival +7
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ battle tactician, finesse weapon attack attribute
Other Gear chain coat, heavy steel shield, mwk scorpion whip (aa), 2,785 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.
Battle Tactician (1/day) (Ex) As a standard action, grant allies in 30 feet a teamwork feat for 4 rounds.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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
Whip Mastery Using a whip does not provoke attacks of opportunity

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

Qet CR –
Giant scorpion (Pathfinder RPG Ultimate Magic 37)
N Large vermin
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 16 (+4 armor, +1 Dex, +3 natural, -1 size)
hp 21 (3d8+3)
Fort +4, Ref +4, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 claws +2 (1d6+1 plus grab), sting +2 (1d6+1 plus poison)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
Feats 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
--------------------
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.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grab: Claw (Large) (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.


Tempting... quick question. As it looks like you divvied up your previous candidates (somewhat) by campaign traits, should we be avoiding those campaign traits already used by the existing team? Are you hoping to get another 'Foreign Opportunist' into the mix?

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


A lot of interest but I’ll put something together too.

1d4+10: 1d4 + 10 ⇒ (2) + 10 = 12
1d4+10: 1d4 + 10 ⇒ (2) + 10 = 12
1d4+10: 1d4 + 10 ⇒ (1) + 10 = 11
1d4+10: 1d4 + 10 ⇒ (2) + 10 = 12


@stormraven, Initially I avoided it, but I'm not worried about doubling up with replacement PCs. If you want a trait that's already present, hakuna matata.

@General, Good to see some familiar faces and some new ones.


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I'll see if I can find a way to retool Ananet without stepping on the Ra cleric's toes here.


GM Nightmare Knight wrote:
@stormraven, Initially I avoided it, but I'm not worried about doubling up with replacement PCs. If you want a trait that's already present, hakuna matata.

Thanks. I'm thinking through some class/trait/feat options and should have a solid idea and a pretty close-to-done build tomorrow for consideration.

Scarab Sages

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Ananet Bast wrote:
I'll see if I can find a way to retool Ananet without stepping on the Ra cleric's toes here.

Thank goodness, his toes are very sensitive. 8)


Here is Ozain Brimstone again, undead scourge paladin of Ra. I've changed his Ifrit subrace to Sunsoul because it fits the theme of being a paladin of the sun so well. I've also kept my previous ability rolls from before because I liked them and they're pretty average (2 1's and 2 4's).

Rolling HP: 2d10 ⇒ (1, 5) = 6
Rerolling 1: 1d10 ⇒ 9

Character sheet:

STR 20, DEX 11, CON 14, INT 8, WIS 9, CHA 16

Male Ifrit (Sunsoul) (native outsider)
Medium Size
LG (Undead Scourge) Paladin of Ra 3
BaB +3
Init +2; Senses: Perception -1, Sense Motive -1 Darkvision
CMB +8 (3BaB +5str)
CMD 18 (3BaB +5str)
Favored Class Paladin
FC bonus: +3 HP

Defense
AC 21, touch 10 flat-footed 21 (+9 Armor +2 Shield)
HP 29 (10 +9 +5 +2 (3*2Con) + 3 (3*1FCbonus))
Fort +8 (+3 base +2 Con +3 Cha) (+2 vs death effects) (add Endurance bonuses)
Ref +4 (+1 base +3 Cha) (+2 vs death effects)
Will +5 (+3 base -1 Wis +3 Cha) (+2 vs death effects)
Fire resistance 5
Dies only when negative HP is Con score + 4

Offense
Speed 20 ft
Melee Mwk Scimitar +10 (1d6+5/18-20x2) (Can add 1 fire damage with swift action)
Melee Power attack Mwk Scimitar +9 (1d6+7/18-20x2) (Can add 1 fire damage with swift action)
Ranged Longbow +3 (1d8/20x3)
Space 5 ft, Reach 5 ft
Smite Evil 1/day +3/+1

Magic
Spell-like ability:
Sun Metal (DC 11 + Cha) 1/day

Paladins need level 4 for class magic.

Mercies
Shaken

Other abilities and SQ
Hero Point: 1

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.

Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) (4/day): (+1 heal due to Blessed Touch trait)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su):
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex):
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Traits:
Resurrected
Blessed touch
Reactionary

Feats:
Lvl 1 - Weapon Focus (scimitar)
Lvl 3 - Scorching Weapons

Skills:
ACP: -5
Knowledge (religion) +5 (3 Ranks -1 Int +3 CS)

Background skills:
Knowledge (history) +2 (3 Ranks -1 Int)
Handle Animal +9 (3 Ranks +3 Cha +3 CS)

Languages: Common, Ignan

Equipment:
Wealth: 404gp 4sp
Common items
Masterwork scimitar, Masterwork Heavy Steel Shield, Masterwork Full Plate Armor
Dagger, Backpack, Bedroll, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Alchemical items
Acid x5
Alchemist's fire x5
Holy water x4
Antitoxin x4

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.


Here is Aldizog's submission. Went with an Alchemist instead of a Dirge Bard.

I saw that the players wished for a tank and a face; with a base 21 AC (to 24 with Shield extract), good HP, and a +12 Diplomacy (and a ton of languages), he can do those roles pretty well. Additionally, he will excel at fighting swarms. He can also disable magical traps with a pretty good bonus (+14 right now, to +15 with Guidance and +16 with a Cracked Magenta Prism).

Alchemist bombs should work against golems and other constructs just fine; his archetype lets him take a discovery to use bombs against haunts. So of the various "puzzle encounters" in Pathfinder, he has a way to contribute to just about all of them.

I'm not sure about the Campaign trait. Open to changing that. His Will save definitely needs the help, and it would only be a fairly distant Pharaonic connection.

Thoth seemed the most appropriate deity for a scholar trained in the Academy of Scribes.


Just saw Aldizog's comments above... Should I change Nezari? I didn't know a tank/face was needed. She's very tankish, but not much of a face at all. I went with something more thematic than mechanic, but happy to make some adaptations if these are the particular roles in need.

Scarab Sages

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The important thing is to submit what you want to build, play, and enjoy.

I've mentioned a new tank since that was the role the PC that has departed filled.

I also didn't see any Diplomancer although my cleric now has a 9; not a Diplomancer by any means but he at least has a chance.

I've also opined about a Urogue or some type of trap disabling 'specialist' since our wizard is our current Disable Device option and, with 2 'poor' saves, they might want someone more skilled.

The biggest thing is that we have fun! :)

Liberty's Edge

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Djedefre ibn al Qadir wrote:
I've also opined about a Urogue or some type of trap disabling 'specialist' since our wizard is our current Disable Device option and, with 2 'poor' saves, they might want someone more skilled.

I wasn't aware that "the barbarian throws the wizard into the trap" is no longer considered a viable way to disarm traps.

SMH my head, kids these days are so soft.

Scarab Sages

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Crisischild wrote:
Djedefre ibn al Qadir wrote:
I've also opined about a Urogue or some type of trap disabling 'specialist' since our wizard is our current Disable Device option and, with 2 'poor' saves, they might want someone more skilled.

I wasn't aware that "the barbarian throws the wizard into the trap" is no longer considered a viable way to disarm traps.

SMH my head, kids these days are so soft.

Djedefre is a cleric with 8 Strength so he isn't throwing anyone anywhere lol.

Still I agree with your point. 8)


@Crisischild, why must you reminded me I missed an era of gaming.

@Nezari, I second Djedefre's sentiment. Play what you want to. Also, you have 4 traits but no drawback. Either subtract a trait or add a drawback, please and thank you.

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