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chaiboy's page

Organized Play Member. 316 posts (730 including aliases). No reviews. 5 lists. No wishlists. 1 Organized Play character. 7 aliases.


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Silver Crusade

google online between 10-13 EST

gameplay thread is open. it starts on the lottery day

Silver Crusade

google online between 10-13 EST

Game play thread is open.

Silver Crusade

google online between 10-13 EST

http://icheckfortraps.com/myths/street.jpg

Your team signed up yesterday and and submitted the symbol of your group to the priests of Phrasma for the lottery today. Any exploring was cut short yesterday when a sandstorm which drove your team indoors.

The worst of the storm passed last night but there is a gloom in the air today as you arrive at the market for the lottery.

The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city's necropolis, waiting only to be assigned their first sites for exploration.

Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they'll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table on the stage. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side. Behind her stands Saleem the armed priest and a new priest a tall lanky man who seems to be talking to himself. You haven't seen him before. You overhear from people in the crowd that his name is Ptemenib.

Numerous adventuring groups stand in small clusters near the stage. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they'll likely face in the necropolis. There is a group of halflings riding war dogs their lances lifted and flying pendants like they are ready for a parade. A team of all women in white leather armor, they keep to themselves. The guys in red are back looking over the teams.

You still have some time before the lottery begins

Silver Crusade

google online between 10-13 EST

http://icheckfortraps.com/myths/street.jpg

Your team signed up yesterday and and submitted the symbol of your group to the priests of Phrasma for the lottery today. Yesterday was cut short by a sandstorm which drove your team indoors.

The worst of the storm passed last night but there is a gloom in the air today as you arrive at the market for the lottery.

The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city's necropolis, waiting only to be assigned their first sites for exploration.

Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they'll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table on the stage. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side. Behind her stands Saleem the armed priest and a new priest a tall lanky man who seems to be talking to himself. You haven't seen him before. You overhear from people in the crowd that his name is Ptemenib.

Numerous adventuring groups stand in small clusters near the stage. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they'll likely face in the necropolis. There is a group of halflings riding war dogs their lances lifted and flying pendants like they are ready for a parade. A team of all women in white leather armor, they keep to themselves.

You still have some time before the lottery begins

Silver Crusade

everyone else can keep posting here.

Silver Crusade

Chosen of the elementals you have your own campaign. Jump over when are ready. will be posting a gaming thread tonight.

http://paizo.com/campaigns/MummysMaskTheChosenOfTheElements/discussion#1

Silver Crusade

google online between 10-13 EST

Discussion and pre-start page.

Silver Crusade

I was thinking about that. But the issue is that it would mean creating an entirely new dungeon and parallel set of areas so that the parties could interact from time to time at end of the day. let me look over the adventure and see if it is possible. But most likely it won't happen. Even with the extra areas built you would still only run into each other at the end of the day. So I really don't think it would be useful.

Silver Crusade

Darius Skullcrusher wrote:
Added benefit: in case people drop out from both groups you can merge them into one.

Very true. So I am accepting both teams and will just setup another campaign thread. Should have it up later tonight. I have to setup some book keeping stuff so I can track both teams and not get mixed up. But otherwise The Scions and Elementals are in. Just finish any final touches on your characters.

Silver Crusade

I would think so because any material I build for one group is useable by the others.

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Wow so I might do something crazy. Since we only have two parties I could just run two campaigns. Setup another game for elementals, play scions here and run both in parallel.

Silver Crusade

okay cool.

will check them over.

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Might be a good idea to post rosters of the parties.

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Well grapple build works at low level but gers really dangerous at higher levels. Most undead are diseased or drain levels.... you do not want to touch them past 2nd and 3rd level. Even the lowly ghoul can turn you into one of them....

Silver Crusade

I think that is a good assessment for an AP called Mummy's Mask.

How many of you have played Mummy's Mask before? I'm curious. It won't change anyone's chances. After all I'm picking by group. ^.^

So far It looks like it is two teams.

Silver Crusade

The game hasn't started yet so you can still pick your spells and tweak your character.

Silver Crusade

google online between 10-13 EST

The team of women in white finish signing up at the tables where the priests of Pharasma sit taking names and tokens of the various teams. They are all dressed the same. It's hard to tell what any of them are.

A team of six halflings riding war dogs comes into the square. They all carry lances and ride in formation scattering kids and peddlers before them. Their leader, a gruff looking halfling ignores everyone and everything but the sign-up tables.

A group of dirty men in red dyed clothing and armor eye the assembled adventurers with contempt. Their leader looks like he is sizing everyone up and points at various groups and mumbles something to his cohorts. When their eyes fall on your group and realizes he's seen he quickly looks past and points at the sky like he is talking about the weather before going back to talking about other groups.

Silver Crusade

lol wow must have been a rough game.

Thanks for the info. Now that you mention it I remember the recruitment threads here having much more people talking than the other forum I ran a game in.

First X players also seems to get the people that post the most. So people in different time zones can be out of luck there too.

Well I am going with a self organized group idea. Players organize themselves into groups and I'll pick one that has the best feel in the game. I am giving everyone till saturday before I start the game so plenty of time for another group to form. That gives everyone the best shot.

How do I get the stats nect to my name. so far I can't get them to show up

Silver Crusade

yeah best bet is to just dive into some recruitment threads and post. May have to adjust the stats 25pt buy or find games that allow it.

Silver Crusade

Then it's fine I think that was one of the books i listed so you're good then

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Everyone is looking good. Lol funny enough I let someone get teleport and I have regretted it ever since. That and characters that fly. Always fun but such a pain.

Will check in tomorrow. Should be on regular now. Seems like we have two groups.

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Ali ibn Sabbah wrote:

I present Ali ibn Sabbah. Barbarian turned Rogue, tomb raider... good hearted and dangerously curious. Mechanically, Barbarian 25%/Rogue (Trapsmith) 75%.

Son of a Sheban nomad chieftain, Ali was not the strong and hearty heir his father had hoped for. He had too much of his mother in him. A hopeless romantic who wanted nothing more that to "believe"! With grace and charm to spare, Ali struck out on his own.

In a larger city his grace, charm and intelligence would allow him to thrive. Before he knew it, he was a member of a local network of young thieves claiming a right to survival. Pick pockets and spies, they weren't the violent cut-throat types... but shrewd old souls.

Escape meant leaving home and traveling, eventually to Greece. He stumbled upon a merchant conglomerate (or they stumbled upon him, the account is unclear) who instantly identified his potential and inducted him. He was very young and ran all manner of errand and did all manner of chore the older more tenured members did not care for. They did not ask him or tell him too, he just did and ingratiated himself.

Proving himself, he's been assigned missions as part of his experience, training and development... finally returning "home", only to find the docks occupied and the merchant fleet burnt to the ground. In seeking answers and evading occupying forces, he's come to find himself at the Temple of Hera and so, the adventure begins.

Background was written as an intro for another adventure. Just saw this thread. Thought it was interest only.

Are we OK with the >>> linkified >>> Dervish Dance Combat Feat?

As Egypt goes, I might trump. I was born there and my dad was trained as an archaeologist working for the department of antiquities, helped save Abu-Simbel from flooding back in the day.

sorry no 3rd party

The adventure takes place on Glorantha. See campaign tab it breaks it down for you. So there is no Egypt but there is a fantasy version of the country. Wati is a desert city with a Necropolis but your history works fine.

Silver Crusade

Baru Brimmstone wrote:

Would you have any objection to house ruling a sorcercer bloodline power?

Not much more than fluff and RP. I would like to replace the 1st level bloodline power with the 1st level wizard teleportation subschool power.

give up:

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.

replace with:

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Character is a tiefling and it fits the flavor of the character, alas none of the sorcerer bloodlines have anthing similar. Can't see how this would be out of balance with the existing power, but it would have to be DM'd discretion. Thank you

Sorry don't want to get into house ruling to much as it tends to blow up in my face. Going to stick to the rule books posted.

Silver Crusade

Okay the pre-game thread is started in discussions. Sorry it took me a few to figure out how they run things here. Used to the weave and roll20 so bare with me as I get this rolling.

Silver Crusade

google online between 10-13 EST

THE PRE-GAME THREAD STARTS HERE:

THE SUNBURST MARKET SKETCH

The sign up for tomorrow's lottery opening ceremony takes place in the Sunburst Market in the center of the living city of Wati, between the Grand Mausoleum and Abadar's Sanctum of Silver and Gold.

Before you get to tomorrow's Lottery you have to be accepted into the drawing. Groups of 4 or more must submit their group's name and a token to be drawn. If your token isn't drawn you won't be part of the lottery. An array of adventuring groups and individuals mingle and try to size each other up. Some of you are even looking to join a group.

Four tables have been setup before the reflecting pool where priests in white robes are taking the names of team members and their emblem. The lines come and go as groups arrive or assemble out of the individuals in the square.

Along the edge of the market workers are busy putting up scaffolding to hang coverings across the square to provide shade. Sadly it doesn't look like it will be up today. The only shade is provided by groups of kids holding a 6'x10' shade between raised poles and offering relief from the heat for a few coppers.

Throngs of merchants push carts of drinks and refreshments while peddlers try to sell ropes, lanterns and other gear. Children run under foot like schools of fish trying to see all of the adventurers. Most of them wet from splashing through the reflecting pool.

Work out your characters in this thread. A single team will be chosen

Silver Crusade

Arie IJzer wrote:

Chaiboy, a great way to have players be 'linked' is to have each player pick another character that they have a history or bond with. Whether they've just been traveling together, hail from the same village or were trained by the same person .. :)

.. and yes, you'll have to disappoint a lot of people. I got enough applications for my Serpent's Skull game to play it till I get to retire :'D

Good point. I think I'll try that.

Is there no BBCode for images?

Silver Crusade

Ah I get you. Hmm.. that's a real issue. That's the problem I always see. I hate that 30 people will sign up and there is no way to run anything for the 25 who didn't get in. Hell even running two games would only cover 10 of them.

Hell I should just say first 6 in are in. lol would make everything much easier. May try that next game.

Silver Crusade

Grand Moff Vixen wrote:
chaiboy wrote:

I already have the recruitment thread and have players lining up so I wanted to setup the usual tavern for players to interact in...although in this case it is a market but its the same kind of idea.

What do you not like about the tavern pre-game RP? IT seems that without that people will get bored waiting around or just want to play something.

Although in this game I am recruiting an entire party so they'll need it to get a handle on each other's characters. although the recruitment could be used to figure each other out.

It clogs up the recruitment thread. That's why I don't like it.

Good point. I'll setup the discussion for RP

Silver Crusade

I have jpgs of maps to let people see the the usual stuff but for battles I have so far used google spreadsheet since with a little tweak I can make it a grid then just do some ascii art of the terrain and other elements. So far it worked out well. I figured out how to put players icons up there but to put all the art up needed for a game as icons could be a bit much.

if they got the map up AND the icons on top of it then they are way ahead of me. getting them both to work would definitely inspire me. will have to play with the spreadsheet some more.

Silver Crusade

I already have the recruitment thread and have players lining up so I wanted to setup the usual tavern for players to interact in...although in this case it is a market but its the same kind of idea.

What do you not like about the tavern pre-game RP? IT seems that without that people will get bored waiting around or just want to play something.

Although in this game I am recruiting an entire party so they'll need it to get a handle on each other's characters. although the recruitment could be used to figure each other out.

Silver Crusade

wow okay thanks. So I was just overthinking it. Actually pretty simple.

Silver Crusade

I am starting up an online campaign and run into a snag and my searches haven't revealed any info. Then again I don't know which section to search so I thought I would post here.

If any of you know old threads that answer these questions or where to ask just post.

I am used to running games on Myth Weavers which allows lots of threads for a game. If I wanted to run a pregame for potential players to run around in how do I do that. Or is that done at all here?

How do I pick the 6 players to play in the game. It seems that once I post the game thread anyone posting gets into the game?

I see that everyone kind of uses campaign tab for everything. Do you generally run the entire game out of a single thread or do you close it at some point and open another?

I am running an adventure path so is it okay if i copy room descriptions from the PDF or do I have to paraphrase everything? I am already redrawing maps and other materials just so I'm not posting up to much content from the actual module but wanted to know how everyone else deals with it.

Thanks for any help!

Wish they had this in the FAQ

Silver Crusade

Put it in Int

"Hodor!"

Silver Crusade

I am starting up an online campaign and run into a snag and my searches haven't revealed any info. Then again I don't know which section to search so I thought I would post here.

If any of you know old threads that answer these questions or where to ask just post.

I am used to running games on Myth Weavers which allows lots of threads for a game. If I wanted to run a pregame for potential players to run around in how do I do that. Or is that done at all here?

How do I pick the 6 players to play in the game. It seems that once I post the game thread anyone posting gets into the game?

I see that everyone kind of uses campaign tab for everything. Do you generally run the entire game out of a single thread or do you close it at some point and open another?

I am running an adventure path so is it okay if i copy room descriptions from the PDF or do I have to paraphrase everything? I am already redrawing maps and other materials just so I'm not posting up to much content from the actual module but wanted to know how everyone else deals with it.

Thanks for any help!

Silver Crusade

Yeah they are fine. Will add them later.

Silver Crusade

Okay after a request I took a look at the races and added a few more of the safer uncommon races. Check the campaign page.

@seth86 that looks perfect.

Silver Crusade

Yes the ones you have are fine. Can use the ones I posted to figure out your 7th

Silver Crusade

@Seth86 since he is following anubis the laws should reflect him so the easiest way to figure that out is take a look at anubis on the wiki.

He has several roles

Protector of tombs.
embalmer (may not apply to you, but would to a cleric. they would be undertakers in a sense)
Weighs the soul to see if they are worthy
Guide of souls

So as a follower of him you would protect tombs and the resting of the dead. So undead are a defilement or lost and must be guided. got some range here.

Embalmer... well unless you take a rank in profession undertaker it really doesn't apply.

Weighing of soul. You weigh the actions people take. do you say something or warn them of loosing their way? but some version of this would be in your 7 laws

Guide the soul.. If people go off course you guide them back to the good? try to guide people to the right way of doing things. up to you how this would apply as a law.

so from those you can add or revise your laws.

Silver Crusade

google online between 10-13 EST

you can also make any dice rolls here

Silver Crusade

okay that fine

I also updated character creation rules and posted them on the campaign info tab in case anyone wants to look

Silver Crusade

He would talk normally unless there is an aasimar trait that does that.

Rest is fine.

Silver Crusade

@seth You can have your aasimar look how you want so if he has a distinct hound face that is fine. I don't have an issue with an aasimar taking on some of its parent's looks. Take any appropriate traits or alternate traits for the assimar if you want to get the feel right.

But I don't see having to use a third party race when there is already huge amounts of material for the aasimar alternate traits,.

Silver Crusade

So I turned this into a proper recruitment thread.

I have to setup a pre-game event so people can interact.

Silver Crusade

google online between 10-13 EST

This is for OOC convo

Silver Crusade

Sure I'll allow advanced character classes. I'm allowing everything else so the more the merrier.

Silver Crusade

Not sure about advanced classes as they aren't balanced or tweaked yet and I haven't really played with them yet.

Silver Crusade

Wouldn't the undine be in a world of hurt hanging out in a desert?

Also note the alignment restrictions.

Silver Crusade

Well first off. I think you are thinking about this really wrong. The game isn't about how to beat the players. You make it sound like a you vs them issue. If anything the two goals you have is make it fair and make it fun.

So with this thinking lets look at your party again.

Cavalier:
I would mix up encounters so that the players get caught in the open against enemy cavaliers/mounted enemies leading a band of footsoldiers. Let the cavalier have to head them off while the rest of the party fights the foot bound enemies. He gets to shine in his element and the rest of the party gets to do their thing with the foot troops. everyone is happy.

Paladin:
Have a band of evil clerics/cultists that raise a graveyard. The party tries to fight the cultists while the paladin smites the undead. He again is doing his thing and the rest of the party is doing their thing.

Or

Cultists summon a powerful shadow/ghost whatever so the paladin has to deal with that while the rest of the enemies.

Monk:
Well lets assume he can't be hit. Either take advantage of it by having party run into a pack of giants. maybe a bunch of ogres with a hill giant who gets obsessed with killing the monk giving the rest of the party time to fight the ogres. And the hill giant can take a number of hits without dying to the monk.

OR

Seductress who charms him so they have to get past her henchmen to stop her from carrying him off because her latest perfume potion needs heart of goblin. It's the latest thing in perfumes.

The point is that you don't have to avoid stuff because the party gets an advantage. Let them get their advantage occasionally.

Silver Crusade

1 person marked this as a favorite.

Awesome. I kept seeing ads for #4 and assumed the rest weren't out. Will have to hunt them down. Oh wait I wonder if you mean they are out in print. I was looking for the pdfs.

What is so important about character creation rules?

kidding,

Here is the character creation rules I will be using.

----------------------------------------------------------------
All the usual books, all non 3rd party classes. races -

I am looking for 4-6 people to play. The selection process will be a little different. You'll have to form into adventuring groups. The group can decide on what roles each person will take. As groups are completed they can post their final roster in the Adventuring party thread. On the deadline I will pick one of the adventuring groups to play.

I'll step in and ask for tweaks on characters if they don't fit the game but for the most part the group that sticks out the most will be picked. So pre-game activity will be important.

PRE-MADE CHARACTERS
If you have a favorite character you want to reuse then feel free. Just make sure they are 1st level and fit the rules listed here.

Character Creation.

LEVEL
1st level.

CLASS
Select your character’s class and race from the choices offered in Core Rulebook, Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and The Inner Sea World Guide are generally available.

DEITIES
You can choose from any of the gods. If you want to choose an old god of Osirion you can take a look at this list.

PALADIN
Must choose seven tenets/laws that they must follow. More info in house rule thread and an article here.

RACES
Dwarves: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth's treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.

Elves: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.

Gnomes: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.

Half-Elves: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.

Half-Orcs: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.

Halflings: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, halflings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.

Humans: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes. You must pick an ethnicity here. Only the main list. No fallen or minor or ancient

Human Ethnicities wrote:


The Chelaxian (pronounced che-LAX-ee-en)[1] people have spread from their origins along the coast of the Inner Sea across much of Avistan. They are the true legacy of the once great imperial Cheliax whose empire once encompassed kingdoms as numerous and varied regions as Andoran, Galt, Molthune, Nirmathas and Sargava. While the empire of Cheliax may now be gone, the Chelaxian people live on, still inhabiting all of their former territories and beyond.[2]

The Garundi (pronounced gah-ROON-dee)[1] people are the most numerous inhabitants of the continent of Garund but have spread throughout most of the known world. Garundi organise themselves into clans of around twenty families. Within these clans their is a strict hierarchy which is hard to decipher for outsiders as they are not a part of it. There is also a hierarchy between clans and customs that dictate their interaction.

The Keleshites (pronounced KEHL-esh-eyts)[1] are a people born of the deserts of Casmaron who reflect the heat of the desert in the fieriness of their passions. They are quick to anger and to forgive and always pride themselves on their wit and intelligence. While Keleshites often have a racial arrogance that can be quite off-putting, considering what the people have achieved, it is not surprising.

The name Mwangi (pronounced MWAN-gi)[1] is given to a group of related but ultimately different ethnicities which inhabit the west coast of Garund from the godless state of Thuvia in the north down through the Mwangi Expanse, which bears their name, all the way to the southern reaches of the continent.

Taldans (pronounced TAL-dans)[1] are renowned as possessing great skill, intellegence and sophistication. They are the creators of one of the greatest empires Avistan has ever known and many modern nations owe their existance to the conquests of empire of Taldor. However this period of greatness is now a thing of the past and the Taldan people know they are now just as well renowned for their decadent indulgences as their empire crumbles around them.

The Tian (pronounced TEE-yawn)[1] people come from the distant land of Tian Xia, almost inaccesible to the nations of the Inner Sea. The few Tian who migrate from their homeland to the shores of Avistan and Garund are generally classed as a single ethnicity. The Tian people, however, come from an entire continent, and as such are not one united ethnicity, but several different ones. All Tian in the Inner Sea region are united by one factor—they are thousands upon thousands of miles from their homeland.[2]

The Ulfen (pronounced OOL-fen)[1] are a human ethnicity once feared across all of Avistan for their fierce and merciless winter raiding. This is no longer the case; now the Ulfen people are renowned for their enormous size, prowess as warriors, and their unique smell. Ulfen bodyguards are considered a highly desirable thing around the courts of the Inner Sea.

The Varisians (pronounced vah-RHIS-ee-ann)[1] are an exotic ethnicity renowned as itinerant charlatans, gifted storytellers, and talented singers.

The Vudrani (pronounced voo-DRAW-nee)[1] believe in a strict caste system which defines a member's role in society and reflects their good deeds in past lives. Higher castes are believed to have attained their position through attaining a purity which has brought them closer to Nirvana.[2]

Aasimars: Creatures blessed with a celestial bloodline, aasimars seem human except for some exotic quality that betrays their otherworldly origin. While aasimars are nearly always beautiful, something simultaneously a part of and apart from humanity, not all of them are good, though very few are evil. You can take alternate racial abilities including rolling for replacement SLA in the appropriate book. Post the table you are rolling on and make a roll in your character thread. Table can be found here.

Catfolk: A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers.

Dhampirs: The accursed spawn of vampires, dhampirs are living creatures tainted with the curse of undeath, which causes them to take damage from positive energy and gain healing from negative energy. While many members of this race embrace their dark sides, others are powerfully driven to rebel against their taint and hunt down and destroy vampires and their ilk.

Drow: Dark reflections of surface elves, drow are shadowy hunters who strive to snuff out the world's light. Drow are powerful magical creatures who typically serve demons, and only their chaotic nature stops them from becoming an even greater menace. A select few forsake their race's depraved and nihilistic society to walk a heroic path.

Fetchlings: Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane's persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings—who call themselves kayal—often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane.

Goblins: Crazy pyromaniacs with a tendency to commit unspeakable violence, goblins are the smallest of the goblinoid races. While they are a fun-loving race, their humor is often cruel and hurtful. Adventuring goblins constantly wrestle with their darkly mischievous side in order to get along with others. Few are truly successful.

Hobgoblins: These creatures are the most disciplined and militaristic of the goblinoid races. Tall, tough as nails, and strongly built, hobgoblins would be a boon to any adventuring group, were it not for the fact that they tend to be cruel and malicious, and often keep slaves.

Ifrits: Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race.

Kobolds: Considering themselves the scions of dragons, kobolds have diminutive statures but massive egos. A select few can take on more draconic traits than their kin, and many are powerful sorcerers, canny alchemists, and cunning rogues.

Orcs: Savage, brutish, and hard to kill, orcs are often the scourge of far-flung wildernesses and cavern deeps. Many orcs become fearsome barbarians, as they are muscular and prone to bloody rages. Those few who can control their bloodlust make excellent adventurers.

Oreads: Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth.

Ratfolk: These small, ratlike humanoids are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin.

Sylphs: Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping.

Tengus: These crowlike humanoid scavengers excel in mimicry and swordplay. Flocking into densely populated cities, tengus occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them.

Tieflings: Diverse and often despised by humanoid society, tieflings are mortals stained with the blood of fiends. Other races rarely trust them, and this lack of empathy usually causes tieflings to embrace the evil, depravity, and rage that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand heroism. You can take alternate racial abilities including rolling for replacement SLA in the appropriate book. Post the table you are rolling on and make a roll in your character thread. Table can be found here.

Undines: Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic.

ATTRIBUTES:
20pt buy

ALIGNMENT:
No evil. If you don't play your alignment then it will shift to the alignment of what you are playing. If this means you loose your powers then you loose them immediately.

HITPOINTS:
Full hps + CON BONUS at 1st level. 1/2hp + 1 + CON BONUS all other levels.

FEATS:
All allowed

SKILLS:
All allowed

TRAITS:
Pick 2 from Advanced Player’s Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and The Inner Sea World Guide are generally available. 1 extra for a drawback.

CAMPAIGN TRAITS
These campaign traits tie characters to the Mummy's Mask Adventure Path, which begins in the city of Wati in the nation ofOsirion. Characters designed for this campaign should have some connection to this ancient land-whether as natives or as recently arrived foreigners eager to explore the history and mysteries of Ancient Osirion. These traits provide a reason for characters to be in Wati, and are designed to help players create characters perfectly suited to adventuring through this campaign.

Blood of Pharaohs: Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati's necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Devotee of the Old Gods: Osirion has a history stretching back over 8,ooo years, and the deities worshiped today in modernOsirion are not the same ones revered in AncientOsirion's heyday-deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of AncientOsirion has helped keep the memory ofOsirion's past alive-a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +i trait bonus on saving throws against divine magic. For more information on the deities of Ancient Osirion, see Patiifinder Adventure Path #So: Empty Graves.

Foreign Opportunist: You're not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion-and "liberate" the treasures they hold-is too good to pass up. Whether or not you're interested in the history of this land, you're definitely interested in the wealth that's lain hidden in dusty crypts for millennia* such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM's discretion.

Inquisitive Archaeologist: You have studied the architectural styles of nations throughout the Inner Sea region, but none have fascinated you like the architecture of Ancient Osirion. Hearing that the famed necropolis of Wati has finally been opened for exploration, you've come to that city to get firsthand experience with the lost secrets of Ancient Osirion's master builders. You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in structures built in the style of AncientOsirion.

Mummy-Cursed: One of your ancestors ran afoul of a mummy's curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You've come to Wati to explore its untouched necropolis, and while you hope you won't have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy's aura of despair.

Resurrected: At some time in the recent past you died, but you were brought back to life-whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn't your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati's famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Sphinx Riddler: You've always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas. Like so many others, you've come to Wati to explore its ancient necropolis, but you've also heard that sphinxes occasionally visit a sphinx-shaped ruin called Ubet's Folly in the city-perhaps you'll have the chance to meet and talk with a sphinx yourself1 You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +i trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages.

Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +i trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

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 +i trait bonus on damage rolls against undead creatures. In addition, you gain a +i trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

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 +I trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

MONEY
Everyone starts with 150GP

GEAR
GUNS
Guns are limited to early firearms.
Rest of gear listed is available.

ROLEPLAYING REQUIREMENTS
This adventure path is all about adventure and exploring and treasure hunting so i am not requiring deep background. But I still want characters to be more than a bunch of stats. Take some time to make them interesting to play. Mannerisms, loves, hates

APPEARANCE
Description or picture of your character

PERSONALITY
What's your motivation. paragraph or two

WHERE DID YOU COME FROM
simply where were you born and traveled from. paragraph or two.

ADVENTURING TEAMS
Every character is part of a team. As you work on your character you can leave this part blank until you join another team or fill it in and try to get others to join your team. In the end the entire team should all have the same team name, slogan or symbol. You will have to role play this in the pre-game thread or just find a bunch of friends to join in game.

NAME THE ADVENTURING TEAM
Adventuring teams are like mercenary companies. They should have a name.

MOTTO OF THE ADVENTURING TEAM
What code does the team live buy.

SYMBOL OF THE ADVENTURING TEAM
pick a symbol. should be something that can be carved or cast into a pendent.

Silver Crusade

I'm curious about what people think of the new Mummy's Mask Adventure path and wanted to see if anyone was interested in playing in it? I will GM.

As slow as PbP goes I think the entire adventure path will be out before the party reaches the last two modules.