Recruiting 1 frontline melee for Mummy's Mask..


Recruitment


This is a faster pace game with a post requirement of 3/day-1/day weekends, so if you can't meet ot at least get close to that dont apply.. I will bot you in the case of absence, as i understand this is a game and RL happens, but if it becomes an often thing you will be replaced..

A bit about my GM style.. Im a fairly laid back, knowledgable GM and my players are as well.. If I make a mistake feel free to call me on, just dont be a turd about it.. I tend to move through the RP parts rather quickly in favor of the combat parts.. Ill give you the gist of the npcs, but im not gonna sit down to diner with your characters a share lifestories.. I hate to railroad it like this, but imo to much rp makes the game bog down on pbps.. If at any time u wish to know more about an npc feel free to ask them more about themselves.. If you dont than ill assume you care not about them and give you the pertenant info about said npc.. With that said I do incourage a little RP as just rolling dice can get old. The game is/can be rated R at times so if your squeamish than this might not be the place for you.. I play rough and challenge my group, but with great risk comes great reward. Do not expect a easy going free ride to the end.. I will murder your character if he/she makes poor decisions.. Im not going to put you up against unbeatable odds but it will be tough at times.. So just be warned.. Now to the good stuff..

5th level, we are roughly 1/2 way through book 2.
25 point buy
2 traits, 1 must be campaign
Core plus Ifrits, Oreads, Sylphs, Undines(with a good backstory seeing as your in a desert), and Sulis.. If you wanna play something else ask and we'll see..

As far as alignment goes all good and neutral are ok..

All classes are gtg except gunslingers and summoners.. If your playing one of the new hybrid classes make sure you have the most current verison from the newly released ACG.

WBL for 5th level..
Hp are max for 1st, Average +1 after or if you play the odds you can roll, but you keep what you roll. No redo's or deciding to go average after..

Bonus feat based on backstories..

I would advise downloading the free players guide and reading up..

One last thing.. Im tweaking this module a bit and adding 5 tiers of Mythic, 1 at the end of each book, to the PCs.. I like running things hard and this gives me a guilt free concious for murdering you all.. So with that in mind your characters will be 1st tier mythic.. Since your new to town I expect to see how you gained this mythicness in your background..

Any other questions feel free to ask..

PS - Please do not apply with off the wall maybe it might work melee guys.. The group needs someone upfront that can take hits and dish em out.. Doesn't have to be min/maxed but does need to work properly..


here is my paladin. he isn't stated out yet but... mythicness is at the end of the backstory ;)

basically he is, at the moment, looking for any clues to finding his "story enemy" as well as picking up any useful info along the way, made him for something else but he can fit well here I think, with a slight couple of tweaks.


I like the backstory.. I assume that the ending was Tar Baphon being released? If so how did he get to Osiriani? I also assume your story enemy was the vampire?

About the build - Aasimar's are not an allowed race, so you would have to change that.. Could you present a more detailed stat block please?


Yes I can. And I'll redo his race.

Ending- to an extent. He stopped him from being released (as that would be,well, bad) but allowed an energy to be releases, thus blaming himself for any undead he comes across. (Yes on the story enemy)

Basically he will have heard of answers to questions could be within the vaults, as well as there may be undead. I'll add that in once I'm home as well as update him. I'll put his archetype abilities in his stat block as well.


Also, are you allowing drawbacks?

Also posting from my phone on break, please excuse any oversights on typoes :)


No drawbacks.. And its fine i post from mine sometimes as well..


Dotting for a barbarian ex-harem guard. Will get his stats up in a few hours.


Here is my submission, an Oread Monk. Still have to finish his equipment and finish up his background (the Mythic part).

Background:

Rak has always been a danger to everyone around him.

His birth was long and painful, and the midwife did not know what to make of the oddly quiet, hairless sand-colored thing that finally arrived. She dropped him when she cut her finger as she held its tiny hand, but it did not even seem to faze the stony child. His mother survived only with the aid of healing magic and refused to even hold him…

As he grew, there were a few incidents where he unintentionally cut other children with his bare hands without realizing he had done anything. His parents decided the best (and safest) thing to do would be to send the child away someplace where he would not be a danger to anyone else. After searching numerous places which all refused to have anything to do with the aberration, they found a distant temple of Irori that was willing to teach him how to avoid harming those around him.

As the years passed slowly by, he took to the lessons with a calm stoicism that pleased his teachers. It surprised them that he did almost as well with his educational studies as he did with his combat training. He grew slowly, and watched a generation of monks age and pass on as he continued his simple way of life. When he received word that his parents had died, he accepted it with only a nod.

He still had the occasional accident, though, and even though his sparring partners were quickly healed, the new generation of monks seemed to be less willing to accept his condition than the previous. While remaining polite, they said that he had learned everything he could within their walls and urged him to go out into the wider world.

As with almost everything else in his life, he nodded in acceptance and left.

With no clear idea of where to go, he headed back to the place of his birth, Wati. He took a meandering route, passing through several small settlements. It was on the final leg of his journey, making his way through the desert that he came upon the Ruin.

Stats:
Rak
Male Oread Monk (Terra-cotta Monk) 5 / Mythic Tier (Guardian) 1
LG M Outsider (Native)
Init +2; Senses Darkvision 60ft; Perception +10 (+2 to notice traps)
Favored Class Bonus: +5 hp

DEFENSE
AC 20, touch 18, flat-footed 17 (+2 Dex, +1 Dodge, +3 Wis, +2 Armor +1 Class +1 Deflection)
HP 63/63 (5d8+15 Con+5 FC +10 feat, +5 Mythic)
Fort +8, Ref +7, Will +8
Immune Disease
Special Defenses Acid Resistance 5, +2 vs. death effects

OFFENSE
Spd 30’
Melee Unarmed +7 (1d8+3, 20/x2) +1d4 Bleed
Unarmed, Flurry +7,+7 (1d8+3, 20/x2) +1d4 Bleed
Ranged MW Light Crossbow +6 (1d8, 19-20/x2) (80ft)

Special Attacks Stunning Fist: 5/day, Fort (DC 15) or stunned for 1 rnd

STATISTICS
Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 16 (+3), Cha 6 (-2)
BAB +3, CMB +8 (+10 to grapple) CMD 23 (25 vs. grapple)

FEATS
Bleeding Attack: +1d4 bleed damage with unarmed strikes
Dodge: +1 dodge bonus to AC & CMD
Improved Grapple: no AoO on grapple attempts; +2 to to CMB & CMD vs grapple
Improved Unarmed Strike: attack as if armed, can make AoO with unarmed attacks
Stunning Fist: 5/day, target must make a Fort (DC 15) check or be stunned for 1 round or fatigued
Toughness (Mythic): +6 hp, +2/level after 3rd ; when below 0hp, gain DR 10/epic
Weapon Focus: Unarmed +1

TRAITS
Open Hand of Irori: +1 Acrobatics & Knowledge (religion); 1/day spend 1 Ki to add +2 precision damage to unarmed attack
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, you 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 bonus on saves against death effects. In addition, you do not die until your hp drop to a negative amount equal to or lower than your Con +4.

SKILLS (4 skill points/level +2/lvl (Int) = 30 - Class Skills in Bold yield +3 when trained)

Mod Ranks Name of Skill
+15 4 Acrobatics
+1 0 Appraise
-2 0 Bluff
+15 4 Climb
+2 0 Craft
-2 0 Diplomacy
+2 0 Disable Device
-2 0 Disguise
+2 0 Escape Artist
+2 0 Fly
-2 0 Handle Animal
+3 0 Heal
-2 0 Intimidate
+2 0 Knowledge (Arcana)
+7 2 Knowledge (Dungeoneering)
+7 2 Knowledge (Engineering)
+2 0 Knowledge (Georgraphy)
+5 3 Knowledge (History)
+2 0 Knowledge (Local)
+2 0 Knowledge (Nature)
+2 0 Knowledge (Nobility)
+2 0 Knowledge (Planes)
+7 1 Knowledge (Religion)
+3 1 Linguistics
+10 4 Perception (+2 to notice traps)
-2 0 Perform
+3 0 Profession
+2 0 Ride
+3 0 Sense Motive
+2 0 Sleight of Hand
+2 0 Spellcraft
+10 5 Stealth
+10 4 Survival
+3 0 Swim
-2 0 Use Magic Device

Languages
Common
Terran
Ignan
Osiriani
Ancient Osiriani

Racial Abilities
+2 to Str, +2 to Wis, -2 to Cha
60 ft Darkvision
Stone in the Blood Gains Fast Healing 2 for 1 round when he is subjected to acid damage. He can heal up to 10hp per day. (Replaces Earth Affinity)
Treacherous Earth: 1/day, for 5 minutes he can will the earth to rumble and shift, transforming a 10 ft radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area he touches. (Replaces spell-like ability)

SQ
Fast Movement: +10 ft speed
Ki Pool: 7/day; as long as there is at least one point in pool, treat unarmed strikes as magic to overcome DR; pool is replenished after 8 hours of rest
Spend 1 pt (swift action):
+1 attack at highest bonus
+20’ speed for 1 round
+4 dodge bonus to AC for 1 round
Spider Climb for 1 round
Maneuver Training: Use Monk level for CMB instead of BAB
Purity of Body: immune to all diseases, including supernatural and magical
Slow Fall: treat falls as 20’ shorter when within arm’s reach of a wall
Stone Grip: add level to Climb checks; can move at full speed while climbing with no increase to the check’s DC. (replaces High Jump)
Trap Intuition: when he comes within 10 ft of a trap, he receives an immediate Perception check to notice it. He gains a +2 to Perception rolls to notice traps, +4 if the trap is in a stone wall or floor. (replaces Evasion)
Vow of Celibacy: no physical contact (+1 Ki/5 lvls)
Vow of Truth: can’t lie (+1 Ki/5 lvls)

Mythic Abilities
Guardian’s Call: Sudden Block: as an immediate action, you can spend 1 MP to hinder a melee attack against you or an adjacent ally. Add your tier to your or your allies AC against this attack. The creature making the attack must make 2 attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature, which bypasses all DR.
Hard to Kill: when below 0 hp, you automatically stabilize without needing to make a Con check. If you can act while below 0 hp, you still lose hp for taking actions. Bleed damage still causes you to lose hp when below 0 hp. You do not die until your total number of negative hp is equal to or greater than 2x Con.
Mythic Power: 5/day
Mythic Surge: 1d6
Path Ability: Fast Healing: as a swift action, you may expend 1 MP to gain Fast Healing 5 for 1 minute

Combat Gear
Bracers of Armor +2

Other Gear
Boots of Elvenkind, Cloak of Resistance +1, Ring of Protection +1

Money 1,000gp

Appearance:
Age: 70
Ht: 5 ft
Wt: 230 lbs
Hair: None
Eyes: Obsidian


Strange. Not letting me edit from phone. Think I will Go guardian with
Sudden block and fast healing abilities. They sound good though not 100% yet.


Logos the Mad

Background:

Logos was found as a child on the beaches of Andoran by a group of mercenaries who were preparing for a new job, to clear out the werewolves of Arthfell Forest for a logging magnate who wanted the woods, but not the inhabitants.

One of the mercenaries, whose name was never learned by Logos, insisted on taking the child (who was no more than 5) along. Logos's clothing was odd in the extreme, flowing white robes and sandals. But the mercenaries finally took him along, letting the boy ride in the supply wagon.

Thus it was that Logos had an excellent view of the ambush the werewolves and druids had prepared for the mercenary group. The mercenaries had barely made it a hundred steps into the woods when everything around them exploded in to snarling fur and bites and blood. Soon spells were added to the mix.

The fight was short, bloody, and unwinnable for the mercenaries. Their silver weapons wrought fantastic damage on the werewolves, but they were out numbered, out classed, and out of luck. At the end of the battle, the werewolves began moving amongst the survivors, intent on slaying anyone that was still alive.

One of the werewolves, a younger one who'd not done much during the fight, saw the boy on the wagon, and with glee leaped up to attack. This was the last mistake the young werewolf would ever make. The boy responded with a roar of his own, growing to the same size as the werewolf as he ripped the werewolves throat out with suddenly razor sharp claws. The werewolf stared stupidly at it's killer before tumbling off the side of the wagon to the ground. The young boy then dove off the wagon, ripping into the werewolves nearby with his claws, howling in absolute mad rage, tearing flesh like it was nothing.

After a short time though, the boy fell over, then slowly shrank back to his previous size. The werewolf clan leader, a wizened old wolf, marked the boy's chest with his claws, marking him as one of the forest, and then took his surviving wolves and left.

One of the dryad's who had rallied the forest folk took up the child, and carried him deeper into his new home.

As time went past, Logos grew into a strapping young man, who still had a madness about him. He was normally a gentle soul, he got on well with the creatures of the forest, even the werewolves, although he remonstrated with them for how they treated others, especially for eating people.

He slowly mastered his madness and magic, learning to use his now permanently grown claws, wearing the armor of those that were killed by or for the forest, from his earliest days. It took much effort, but he eventually mastered casting spells while wearing stiff and segmented armor, until he could do so without fail. Over the years, his equipment became better and better as he could 'argue' his share better with the various forest inhabitants.

Things were proceeding normally, until one day a different type of mercenary group came to the forest. A small group, with much power. Dressed in strange white robes and with strange weapons and a foreign (but tantalizing familiar) tongue.

The ambushes did not go well, the werewolves were slaughtered until they ran. It was not until the treants and dryads and druids became involved that the group was pushed to their breaking point.

Logos let the madness take him, slashing and casting spells as needed throughout the battle, claws flashing and throat roaring. Eventually it was only him and the leader left in fighting shape, the treants retreated from fire, the druids out of spells and injured, and the dryads doing what they could to save both.

The fight seemed to last hours, but couldn't have been more than a minute. Logos finally ripped the throat out of his opponent. It was then he let his guard down, but the enemy didn't keel over, instead, he brought up his odd sword and drove it through Logos's heart. Logos felt the pain, and grasp the man, driving his claws into the man's eyes, and the two fell, dead, atop each other.

Logos knew he was dead, he could see his body. Bloody and limp, under the strange man. He sighed, and prepared for whatever was next... when the man's amulet, a golden ankh, although Logos had no idea what it was called, flared brighter than the sun.

Logos awoke in his home barrow, grown for him by his 'mother' the dryad. His chest bore a new scar, a sword wound over his heart that was fully healed. The ankh lay on his chest, placed there by his 'mother'. As the days passed, Logos began to feel a driving need to find out about the amulet, about why it had restored him rather than it's owner after their mutual deaths. To find out why he was alive when he had died.

Saying his goodbyes to his dryad mother, he left most of his belongings behind, travelling light, and set out to find the source of the ankh. His travels led him to Osirion, and finally the city of Wati.

I'll need to remove the drawback and a trait, just saw that.

Haven't decided on the mythic bit yet, figured I'd see how this build went over first.


'fraid I am not really comfortable with the mythic rules so I will skip.


I'm leaning toward, for Mythic :
Champion
+5 Hitpoints
Strike : Sudden Strike
Path Ability : Incredible Speed (+30 Speed)
Mythic Feat : Power Attack (Mythic)


Blood...freaking...RAGER!!!!!

I like our options so far!

Oh, and I'm envy about that much money Pox! We don't have that!


Non-Sense.. You guys are on par with WBL.. Marius's scepter alone is 20k+.. Stop complaining..

Mythic Rage is beastly as well.. Mythic Power attack is redic good.. Negating the penalties is worth is alone..


Let me complain in peace, Tyrant!


ok, mostly done updating now, just gotta go over it again tomorrow


one question, I am still newish to mythic (just played some WoTR) do you get a mythic feat at tier one + the path abilities?


Yes, you do.

(I might submit a Brawler for this if thats ok?)


Reference pic for Logos


Nice.. Ill mKe my selection this afternoon..


Thanks for the submissions guys.. Me and my team think MDT abd Logos would be the best fit.. I appreciate the effort and good luck..


Thanks, I'll create an alias then. Everyone had really good submissions.

Community / Forums / Online Campaigns / Recruitment / Recruiting 1 frontline melee for Mummy's Mask.. All Messageboards

Want to post a reply? Sign in.