Seeking Replacement for Mummy's Mask


Recruitment

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I am looking for a player to join my ongoing Mummy's Mask game. The game is still in it's infancy, with the group just about to hit level 2, and as such am bringing in the new recruit at 2nd level.

I realize there is a wall of text to pore over, but I like to be up front about the games I run and the expectations. I will not put a hard set 1/day or 1/every other day posting expectation, but I am looking for active players to help keep the game going. If you know you may not have time to post, at least offer as much in the discussion thread. Nothing worse than silence when trying to see if someone will be posting or not.

Character Creation:
I'm actually a rather strict GM, and don't always follow the 'say yes' style of DMing.

That being said, I'll allow just about anything Paizo from the SRD (feats, traits, gear, etc...). There are a few exceptions nonetheless.

- No 3PP. Nothing personal, just that I end up having to review every component and don't want to have to cherry pick which ones I do or don't allow. The safest answer is just avoid them all.

- CRB races only as a base, but with a reasonable argument I may allow something outside the core to be played. Given the location and society of the AP, of the non-core I am more inclined to allow Catfolk, Gnoll, Ifrit, Oread, and Sylph.

- No Gunslingers, or Asian-themed classes (Ninja, Samurai, or Monk). None of the classes from the Advanced Class Guide, my unfamiliarity with them will make it hard for me to adjudicate them accordingly.

- I may be okay with AN (as in only 1 per group, 2 would be pushing it) evil character, as long as they can play well with others and have a reasonable argument as to why they would work with the group to accomplish the AP's goals.

- Ability scores will be rolled using 4d6 drop the lowest, 7 times drop the lowest roll. If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll. This helps alleviate the disparity that can happen based on rolling.

- You get 2 traits, and it is still early enough that one of them should be a campaign trait.

- Starting wealth will actually be rolled as per a 1st level character, and then I will work with the selected character for treasure received between 1st and 2nd level.

- Lastly, as part of the selection process, I would like for you to include a post IC about why you find yourself without a group. The AP assumes you are part of an established group from the start, and at this point in the story have made your first foray into the Necropolis. I would like to hear what happened that you ended up alone. If you want, feel free to include your team's name before you were no longer a member.

------------------------------------
Houserules:

I have a set of Houserules that I will be using, and it is vital that you look them over and are willing to accept them before recruitment. I had one player make initial selection only to drop out within the first few posts once they realized a specific houserule they disagreed with.

That said, they are also non-negotiable nor up for debate, but if you need clarification on them I am more than willing to discuss them.

1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at 1st level in either a craft, perform, or profession.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items is only a single feat, and what you can craft is based only being the appropriate level to attain the feat of the item type being crafted
10) All magic items have a chance of being either Cursed or Intelligent

Cursed/Intelligent Rules:
The determining rolls will be made in the Gameplay thread under GM rolls spoilers.

Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed

Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed

All others (including consumables):
96-00% means it is cursed

When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.

For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.

------------------------------------
About me as a GM

I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity.

When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.

If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.

*:
I see Perception as two facets, Searching and Noticing. Noticing is to catch something happening (birds stop singing, wind got suddenly colder, a shout down the hall, though I include those using Stealth because sneaking is an action). Searching is an action that needs to be taken, as the environment stays the same, but now you are using patterns of finding things that cause it to require a move action to perform. Again, Stealth is the exception, as you can always choose to actively try and spot something using stealth if you think it is there.

From the other perspective, there are no rules for bathroom functions, so no declared action required. No rules for breathing, unless there ISN'T air to breathe, no declared action required. No rules for sharpening your weapon (There are whetstones in the CRB, but they do nothing, and there are no rules for a blade dulling), so no declared action required.


very interest and will roll now and create according to your desires.

stat: 4d6 ⇒ (6, 4, 1, 2) = 13 12
stat: 4d6 ⇒ (3, 2, 6, 5) = 16 14
stat: 4d6 ⇒ (3, 3, 3, 1) = 10 9
stat: 4d6 ⇒ (6, 6, 6, 5) = 23 18
stat: 4d6 ⇒ (5, 1, 4, 1) = 11 10
stat: 4d6 ⇒ (5, 1, 2, 5) = 13 12
stat: 4d6 ⇒ (1, 3, 5, 1) = 10 9

18 14 12 12 10 9

very nice and good to work with.

thank you

Sovereign Court

That *was* a wall of text ;-)

4d6 ⇒ (2, 1, 6, 1) = 10 = 9 (-1)
4d6 ⇒ (2, 2, 2, 2) = 8 = 6 - DROPPED
4d6 ⇒ (4, 4, 4, 5) = 17 = 13 - (+1)
4d6 ⇒ (1, 5, 3, 6) = 15 = 14 (+2)
4d6 ⇒ (2, 3, 1, 1) = 7 = 6 (-2)
4d6 ⇒ (3, 2, 6, 6) = 17 = 15 (+2)
4d6 ⇒ (2, 4, 6, 1) = 13 = 12 (+1)

Wow, that is fairly cringe-worthy!

Sovereign Court

4d6 ⇒ (2, 1, 4, 6) = 13 = 12 (+1)
4d6 ⇒ (5, 5, 1, 5) = 16 = 15 (+2)
4d6 ⇒ (5, 3, 5, 3) = 16 = 13 (+1)
4d6 ⇒ (6, 6, 6, 1) = 19 = 18 (+4)
4d6 ⇒ (3, 5, 6, 5) = 19 = 16 (+3)
4d6 ⇒ (6, 2, 1, 4) = 13 = 12 (+1)
4d6 ⇒ (3, 1, 1, 6) = 11 = 10 (+0) - DROPPED

Okay, *now* we have a legal stat array :-)


Very interested and willing to post frequently.
Stats: 4d6 ⇒ (1, 2, 5, 1) = 94d6 ⇒ (2, 5, 5, 2) = 144d6 ⇒ (6, 1, 4, 1) = 124d6 ⇒ (2, 6, 2, 5) = 154d6 ⇒ (5, 6, 4, 6) = 214d6 ⇒ (3, 2, 6, 3) = 144d6 ⇒ (1, 3, 1, 4) = 9


8(-1)
12(+1)
11(+0)
13(+1)
17(+3)
12(+1)
8(-1) dropped
Too low lemme roll again...
Stats: 4d6 ⇒ (3, 4, 1, 3) = 114d6 ⇒ (6, 1, 3, 4) = 144d6 ⇒ (3, 5, 1, 4) = 134d6 ⇒ (1, 6, 5, 2) = 144d6 ⇒ (4, 2, 3, 3) = 124d6 ⇒ (4, 5, 1, 1) = 114d6 ⇒ (3, 6, 4, 4) = 17


Sounds like fun.

4d6 ⇒ (2, 5, 1, 3) = 11
4d6 ⇒ (1, 6, 6, 4) = 17
4d6 ⇒ (6, 4, 3, 6) = 19
4d6 ⇒ (6, 1, 1, 2) = 10
4d6 ⇒ (3, 2, 3, 1) = 9 Dropped
4d6 ⇒ (3, 6, 1, 6) = 16
4d6 ⇒ (3, 1, 6, 5) = 15

Stat Numbers:
Str=15 (+2)
Con=16+2 (+4)
Dex=16 (+3)
Int=14 (+2)
Wis=10 (+0)
Cha=9 (-1)

Half-Orc Scarred Witch Doctor:
Taking the Sacred Tattoo and Shaman Apprentice racial trait substitution.


4d6 ⇒ (4, 4, 3, 6) = 17 = 16
4d6 ⇒ (3, 3, 5, 3) = 14 = 11
4d6 ⇒ (3, 2, 2, 2) = 9 = 7 drop
4d6 ⇒ (4, 4, 5, 3) = 16 = 13
4d6 ⇒ (5, 1, 5, 1) = 12 = 11
4d6 ⇒ (1, 5, 3, 1) = 10 = 9
4d6 ⇒ (1, 6, 3, 3) = 13 = 12

only +4, so here goes the reroll

4d6 ⇒ (1, 1, 2, 6) = 10 = 9
4d6 ⇒ (6, 3, 2, 5) = 16 = 14
4d6 ⇒ (6, 6, 1, 5) = 18 = 17
4d6 ⇒ (3, 2, 5, 1) = 11 = 10
4d6 ⇒ (4, 1, 4, 5) = 14 = 13
4d6 ⇒ (6, 6, 3, 2) = 17 = 15
4d6 ⇒ (1, 2, 4, 5) = 12 = 11

Now to work on an idea. @Aardvark_DM, is there a specific character role that you are looking to fill?


10(+0)dropped
13(+1)
12(+1)
13(+1)
10(+0)
10(+0)
16(+3)
Ok, So human ranger:
Str: 13
Dex: 16
Con: 12
Int: 10
Wis: 15
Cha: 10

Feats: Point blank shot, Precise shot.
Special Abilities: Tracking, Combat Expertise: Rapid Shot, Wild empathy, Favored enemy: undead.
BAB:+2
Staring wealth Gold: 5d6 ⇒ (4, 3, 3, 1, 4) = 15


4d6 ⇒ (2, 2, 3, 6) = 13 11 0
4d6 ⇒ (4, 3, 2, 1) = 10 9 -1
4d6 ⇒ (4, 3, 2, 1) = 10 9 -1
4d6 ⇒ (1, 1, 6, 3) = 11 10 0
4d6 ⇒ (4, 2, 3, 5) = 14 12 1
4d6 ⇒ (4, 2, 4, 1) = 11 10 0
4d6 ⇒ (4, 6, 4, 3) = 17 14 +2 =1
Reroll
4d6 ⇒ (5, 6, 3, 2) = 16 14 +2
4d6 ⇒ (3, 4, 5, 1) = 13 12 +1
4d6 ⇒ (3, 1, 5, 1) = 10 09 Drop
4d6 ⇒ (5, 2, 3, 4) = 14 12 +1
4d6 ⇒ (4, 5, 4, 6) = 19 15 +2
4d6 ⇒ (4, 3, 6, 6) = 19 16 +3
4d6 ⇒ (6, 5, 2, 5) = 18 16 +3 =11 Workable 16/16/15/14/12/12
Now what classes do you lack. I think you have cleric wizard ranger rogue?
Any role needed?


150 gold, ok.
Longbow 75
Scalemail 50
Backpack 2
Bedroll .1
Winter blanket .5
12 rations 6
Flint and steel 1
Grappling hook 1
hemp rope (50 ft) 1
small tent 10
crowbar 2
5 torches .05
Club free
quiver of 20 arrows 1
that leaves .35 gp or 3 sp and 5 cp

Attack +5 longbow Dmg 1d8 PBS Favored enemy and rapid shot modifies
+3 Club Dmg 1d6 + 1
AC 18 scale mail +5 armor +3 Dex
Fort +4 Reflex +6 Will +2
Skills
Survival +7 +2 ranks +3 trained +2 wisdom
Stealth +4 +2 ranks +3 trained +3 Dex -4 ACP
Perception +7 +2 ranks +3 trained +2 wisdom
Profession (hunter) +5 +1 rank +3 trained +2 wisdom Proffession is a class skill but not sure about how that extra skill point works...
Knowledge Dungeon: +5 +2 rank +3 trained
Knowledge Nature: +5 +2 rank +3 trained
Knowledge geography +5 +2 rank +3 trained
Heal +5 +2 rank +3 trained: +1 skill points per level as he is human
Hp:10 +1 con +1 favored 2nd level hp: 1d10 + 2 ⇒ (3) + 2 = 5 ok 17 hp


I humbly submit Gabriel (Inquisitor of Pharasma) for consideration.

I quickly checked the group composition and as you have all the usual bases more or less covered, I think an inquisitor might fit well.

I will prepare the crunch later, but outside the campaign trait Resurrected nothing is set in stone and can be changed based upon the group needs. It is the fluff I like most about this character so I am opened to suggestions regarding the actual game mechanics (as long as they do not interfere with the given backstory). Gabriel is going to fight with one-handed weapon and shield in the initial draft.

I have no problems whatsoever with your house rules – although some might take a bit of time to getting used to so if I am chosen please do not harass me out-of-character for not following them strictly (in-character consequences are expected).

The fluff:

Backstory:

Parched Dunes… several weeks ago

"Gabriel, rise!" The voice was the first thing he heard. It was the first thing he heard for a very long time. How long? He felt the scorching sun bathing his naked body with its life-giving rays. He felt the sand under him. He did not dare to open his eyes yet. The brilliance he saw even through his closed eyelids was more than he could take at the moment. When was the last time I felt the sun above or the sand under me?

"Gabriel, it is time for you to serve the Lady again. You have been resting long." The voice was continued. Resting, I do not feel especially rested.. "Whrr…" his mouth was parched. He swallowed and wet his lips, then he tried again. "What lady?"

"Maybe too long, Gabriel." the being murmured under its breath.

"Gabriel, the Lady is in need of your services again. Search your memory, search your feelings. You should remember at least something."

Gabriel tried hard to remember. To remember anything, but his memory was blank – tabula rasa. Easy for you to say.. He slowly opened his eyes. Just a little at first. He saw a plate-clad woman with large bird wings augmented with pieces of metal. The armor was adorned with skulls. A pair of glowing eyes was all he could see of her face in the open-faced helm. "Are you an angel?"

He though the being sighed, but could not be sure. "Gabriel, the Lady of the Graves demands your services again. You have been most resourceful agent in the past and she was always pleased with your performance. Almost always." she paused as if thinking of some past event. "Nevertheless you have a new task in front of you. The Lady saw a most disturbing occurrence about to happen. You will go to Wati, where the Necropolis has been reopened. You need to become one of the new explorers. Fate will give you an opportunity to enter the Necropolis. That is why I have been instructed to bring you back to life."

Gabriel tried to sit, his head was hurting. He listened to the being but he could not make sense of what she was telling him. "I live… I live again?"

The being was patient, she might have been patience incarnate.

"Gabriel, you are the Hand. You go where the lady sends you and you do what needs doing. You have always done so. Now it is time for you to head to Wati. Trust in fate. It will show you what to do."
He felt his mind was slowly starting to work properly. Well, go to Wati, do what needs to be done. The task seems straightforward enough. But more information would not hurt.

"Can you tell me more?" he asked.

"Gabriel, you should know I am not permitted to share any more details with you. You have to find what is going on for yourself. I cannot be seen to help you. That is the way it works. That is the way it has always worked." the armored women told him. "All I can do is give you this. It should help you start your new life once you find your way to the civilization." she handed him a purse and a sheathed dagger. "So long, Gabriel. We will meet again." she nodded and vanished.

Nice trick. He unsheathed the weapon. It was a double-edge ceremonial dagger with a dull gray blade. The pommel was decorated with a stylized depiction of a woman’s face and hair. He looked around.

Desert, I am in the middle of a damn desert. She could at least take me somewhere more hospitable.

He stood up and started walking…


Recent history:

The Necropolis… several hours ago

"Hello, Gabriel" the voice surprised him, he thought he was alone in the room. He rolled from the makeshift bed, both daggers springing into his hands. He crouched in the corner, ready to face the unknown person. Then he recognized the voice. It was the first thing he heard after the long sleep. "Hello, you." he said and followed by casting a ball of light onto one of his daggers. The plate-clad winged woman stood across the room. Yeah, it is her. Again. I am thrilled.

"Gabriel, you may put the weapons down, you know who I am." the being said, her eyes glowing more brightly inside her helmet.

Actually no, I do not. But I know who sent you. Or who you claim sent you. he thought.

"I remember you, all right. You are the one who left me in the middle of nowhere, almost naked, with only a purse full of coins and a dagger. And with a cryptic message. You know, money is great. If you have somewhere to spend it. In the desert – not so much. Some food and a better weapon would be preferable." he looked at her angrily.

"I was hunted by some oversized vermin across the desert, unable to defend myself properly. It was no fun, no fun at all. I am not feeling particularly grateful, trust me."

"But you survived, Gabriel. As I knew you would. You needed incentive to awake properly." the woman said calmly. "Bones and ashes, awake properly!? You must be kidding." he almost shouted.

She waited, watching him. He calmed after a while. His voice became low and icy. Somehow, he sounded distinctly more dangerous than before. "You know, last time we met, you asked me to search my memory, my feelings. I did. I still do not know who I am or was. Memory evades me. But not so my feelings. I do not like you. I never did. I even do not much care for the Lady. Yes, I agree with her on most points. The important ones. But I think we do not see eye to eye. We never did. And her clergy, I like them even less. Most of them are a bunch of self-serving, pompous and smug boneheads."

"Let me tell you a short story. After I escaped those crawling monsters, I arrived to Wati. I hooked up with an adventuring group bound to enter the reopened Necropolis – they called themselves Tomb Claws. There was a lottery and they were one of the groups that won."

"The funny thing is, one of the Claws was a Pharasmin cleric – that was the initial reason I chose to join them. But I found out he was actively opposed to helping poor and destitute people in the city. I thought he was only joking the first time, but through our exploration of the Necropolis, other clues gave him away. He was an uncaring bastard who thought the only way to serve Her is to kill the monsters. When one of the other Tomb Claws was mortally wounded, he behaved as if he had no way to cure him just because he feared he will need the healing for himself as more enemies were closing in. Later I overheard him saying that before the lottery he had been passing a pregnant woman in a side street near the market and he laughed at her when she begged him to help her deliver the child but was unable to pay him for it. He even found it to be a funny enough story to share with his companions. Oh, it was funny for those Tomb Clowns, all right." he stopped, sheathed one of his daggers and put the lighted one on a slab of stone. Then he picked up his canteen and took a swing.

The glowing eyes seemed angry now. Could it be she does not know about such behavior of her clerics? Or she does know and is not permitted to do anything about it? Gabriel mused.

"They were not having such a great time when next we met some of the denizens of these ruins…" he paused, taking another sip of the water.

"Gabriel, what happened next?" the women enquired.

"I let them deal with it. Did not feel like spending any more time with them."

"You have been known to enact more… permanent… solutions, Gabriel. But it is for the best. You did right to enter the Necropolis. Now you have to join forces with another adventuring group you meet here. They are the ones who will help you with your destiny. You must agree to accompany them anywhere their quest will take them."

"A quest?" Is her tone pleading this time? What is going on?

"Yes Gabriel, they have a quest set before them, but they do not know it yet. They will ask you to join them. You will accept. It is the Lady’s will. That is why I was sent here tonight."

He was taken aback. Cryptic again, aren’t you? Can’t say more, can you? "All right, I will do that…"

"Good," she paused. "So long, Gabriel. We will meet again." she nodded and vanished.

Again? At least she has not left me in the middle of a desert this time. I should count myself lucky. Or perhaps not.
He extinguished the light, sheathed the dagger and returned to his makeshift bed…


Appearance and Personality:

Gabriel is of average height and weight. He has athletic body and no fat to speak of. His skin is tanned and crossed with so many scars, it is a surprise he is still alive. Some of the scars are from standard weapons but others are of decidedly strange origin. He has a butterfly shaped tattoo on his left hand. Although he looks to be around 25 years old, his dark brown eyes seem ancient. He keeps his blackish hair short and wears no jewelry.

He wears travel stained clothes but keeps them reasonably clean. He bathes regularly to keep his odor to minimum.

Gabriel has no social skills to speak of. He is direct and usually quite truthful – often to the point of being annoying. He is not exceptionally talkative but usually says what he thinks with no regard to what others may think about him. This does not make him many friends. He does not care.

He has low opinion of churches in general. He values the services some of their representatives provide to the common folk (healers, midwifes etc.), but finds most of them to be too rigid, self-absorbed, haughty, lecturing, greedy or power-hungry fools. It cannot be said he believes in or even reveres gods. He knows they exists, but finds them to be no better than the majority of people and definitely worse than some. His relations with Pharasma are something even he does not understand. He feels they are connected somehow but as he does not remember almost anything from his life before he awoke in the desert, he is not sure how. All he has are brief flashes and feelings.

He thinks laws and rules in general are good as long as they do not impede people doing the right thing. This approach usually does not endear him to authorities. He does not really have problems with authorities as long as he considers them competent, but it is safe to say many authorities have problems with him.

He has hard time trusting people as he usually expects the worst. He may seem paranoid at times, but as the saying goes “Just because you are paranoid doesn’t mean they are not after you”. He has been proven to be right several times.

He cares about folks. It does not mean he is nice to them, but if someone really needs help, he does his best to aid him/her to the best of his ability. This usually means facing some threat – ordinary or otherwise.

He hates anybody who preys on innocents or on those who cannot defend themselves properly. This holds especially true for undead and other monsters, but applies to bad people as well.

Abilities:

4d6 ⇒ (6, 2, 2, 2) = 12=10
4d6 ⇒ (6, 1, 5, 4) = 16=15 (+2)
4d6 ⇒ (5, 6, 2, 1) = 14=13 (+1)
4d6 ⇒ (1, 6, 4, 2) = 13=12 (+1)
4d6 ⇒ (4, 1, 1, 1) = 7=6 (-2)
4d6 ⇒ (2, 6, 2, 4) = 14=12 (+1)
4d6 ⇒ (1, 1, 2, 2) = 6 dropped

Total modifier +3...

new rolls:

4d6 ⇒ (2, 6, 2, 3) = 13=11 (0) (1 p)
4d6 ⇒ (2, 6, 4, 4) = 16=14 (+2) (5 p)
4d6 ⇒ (6, 5, 6, 1) = 18=17 (+3) (13 p)
4d6 ⇒ (2, 5, 2, 1) = 10=9 (-1) dropped
4d6 ⇒ (2, 6, 2, 2) = 12=10 (0) (0 p)
4d6 ⇒ (5, 5, 6, 5) = 21=16 (+3) (10 p)
4d6 ⇒ (3, 1, 1, 6) = 11=10 (0) (0 p)

This seems to qualify


Aardvard DM wrote:
I realize there is a wall of text to pore over, but I like to be up front about the games I run and the expectations.

Well that's how any good recruitment should be!

Dice:

4d6 ⇒ (6, 3, 4, 2) = 15 = 13
4d6 ⇒ (3, 5, 5, 5) = 18 = 15
4d6 ⇒ (6, 5, 4, 4) = 19 = 15
4d6 ⇒ (2, 1, 5, 5) = 13 = 12
4d6 ⇒ (5, 1, 6, 1) = 13 = 12
4d6 ⇒ (5, 1, 1, 5) = 12 = 11
4d6 ⇒ (3, 6, 3, 6) = 18 = 15

28 point buy with total modifiers adding up to +9.

Huh, interesting stats. Not bad at anything, but not exceptional at anything either.

What current party roles are being fulfilled? What is already handled and what are you lacking in?

Liberty's Edge

Pathfinder Rulebook Subscriber

OH MY GOSH MUMMIES MASK, I HAVE WANTED TO BE IN ONE OF THESE FOR SO LONG WHAAAAAT!

*cough* Sorry, just had to get that out... none of my buddies IRL like the idea of Egypt + Pathfinder even thoe one of them has the printed AP because he's subbed. I work at a lax office job, so i can post 7 days a week almost anytime. Thus, I'm constantly tapping my foot waiting on others to post.

Your house rules seem fair. I like the skills part, I have the feeling you've been gaming for a while.

well then, Ill roll the dice.

4d6 ⇒ (3, 4, 3, 6) = 16 = 13
4d6 ⇒ (5, 4, 6, 2) = 17 = 15
4d6 ⇒ (4, 3, 3, 4) = 14 = 11
4d6 ⇒ (3, 6, 5, 1) = 15 = 14
4d6 ⇒ (6, 1, 4, 2) = 13 = 12
4d6 ⇒ (2, 4, 5, 3) = 14 = 12
4d6 ⇒ (1, 6, 5, 6) = 18 = 17

so 17,15,14,13,12,12

Thats a 32 PB, not bad....


Sorry, but I'm actively not supplying the current party composition or what it may seem like they need.

I am running it unmodified with 6 PC's and a rather giving ability score method, so the 2 extra members should make up for any specific role that may appear to be missing. I would rather have PC's that the player's enjoy instead of shoehorning themselves into a role that may be 'needed', to win the slot.

I am pleased to see the interest, and am eager to delve into the characters that the rolls thus far will produce.

I am also not setting a deadline for when recruitment closes, as I don't want to pick too early, or be held to a set date if I've already made my selection. I will just pick one when I feel the time/selection is right.


Aardvark DM wrote:
I would rather have PC's that the player's enjoy instead of shoehorning themselves into a role that may be 'needed', to win the slot.

I've got enough character ideas that I can create an interesting concept for any class. However I see your point, and I'll get to the drawing board for my character.

A monk maybe? Hmm...


CampinCarl9127 wrote:
A monk maybe? Hmm...

Might want to take a second look at the Char Gen rules.


Oh crap, my bad. For some reason in my mind the monk doesn't fall under the normally disallowed Asian-themed classes.


If someone built one of the dwarf monks from the setting would that be allowed? As they are from the area and have their own fighting style. Not what I will be doing but might be thematic for Carl's wants

dice:

4d6 ⇒ (6, 3, 3, 6) = 18 15 +2
4d6 ⇒ (5, 4, 5, 3) = 17 14 +2
4d6 ⇒ (5, 3, 2, 2) = 12 10
4d6 ⇒ (6, 3, 3, 1) = 13 12 +1
4d6 ⇒ (5, 1, 5, 6) = 17 16 +3
4d6 ⇒ (4, 3, 2, 5) = 14 12 +1
4d6 ⇒ (5, 3, 5, 3) = 16 13 +1

Building an undead scourge paladin. Probably gnoll since I have an idea for how to work this.


Interested as well here are my rolls:

4d6 ⇒ (3, 1, 5, 4) = 13 = 12
4d6 ⇒ (2, 6, 3, 5) = 16 = 14
4d6 ⇒ (3, 4, 6, 4) = 17 = 14
4d6 ⇒ (3, 4, 6, 1) = 14 = 13
4d6 ⇒ (3, 1, 2, 5) = 11 = 10
4d6 ⇒ (1, 4, 6, 5) = 16 = 15
4d6 ⇒ (6, 5, 6, 3) = 20 = 17

17, 15, 14, 14, 13, 12 (+11 modifier)

I'd like to put together a half orc cavalier, order of the flame. Will submit my character over the next couple days with your requirements.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

4d6 ⇒ (4, 3, 2, 5) = 14=12
4d6 ⇒ (2, 3, 4, 5) = 14=12
4d6 ⇒ (1, 3, 2, 3) = 9=8
4d6 ⇒ (1, 2, 6, 1) = 10=9
4d6 ⇒ (3, 4, 1, 2) = 10=9
4d6 ⇒ (4, 2, 2, 2) = 10=8
4d6 ⇒ (4, 2, 6, 5) = 17=15

Ooof. Not so good.

4d6 ⇒ (6, 1, 2, 3) = 12 = 11
4d6 ⇒ (5, 6, 4, 4) = 19 = 15
4d6 ⇒ (2, 4, 6, 1) = 13 = 12
4d6 ⇒ (6, 4, 1, 6) = 17 = 16
4d6 ⇒ (1, 1, 1, 3) = 6 = 5
4d6 ⇒ (1, 3, 6, 1) = 11 = 10
4d6 ⇒ (5, 6, 6, 4) = 21 = 17

Not bad. I can definitely work with these!

Wealth 3d6 ⇒ (2, 3, 3) = 8 x 10 = 80 gp


Leaning toward Human Ranger that will dip cleric (still trying to determine Sarenrae or Pharasma vs old god - Osiris or Anubis), details to follow

gold: 5d6 ⇒ (5, 1, 3, 5, 4) = 18 18 * 10 = 180

@Azure_Zero thanks, I had that in my notes, then an idea started spiraling and rather than multiclassing I jumped to "ohh, the warpriest will do exactly that"

edit: hmm, ranger/cleric, or inquisitor? Kind of accomplishes the same thing either way.


@wanderer82
no ACG classes, read the Char gen rules.


Oh I've already changed my character idea, I'm in the process of building a TWF fighter. Figured with the evenly distributed stats I could build a more balanced fighter than the typical "DUMP IT ALL INTO STRENGTH" type build.

Edit: Which reminds me...

Wealth: 5d6 ⇒ (6, 2, 2, 6, 2) = 18* 10 = 180

Edit 2: I'm not 100% sure how we're doing HP, so I'll roll here just in case.

Level 2 HP: 1d10 ⇒ 6

Average either way! Easy peasy.


4d6 ⇒ (2, 5, 5, 5) = 17 15
4d6 ⇒ (5, 1, 4, 2) = 12 11
4d6 ⇒ (1, 6, 4, 5) = 16 15
4d6 ⇒ (1, 2, 4, 6) = 13 12
4d6 ⇒ (1, 4, 1, 5) = 11 10
4d6 ⇒ (3, 3, 6, 4) = 16 13
4d6 ⇒ (1, 3, 5, 1) = 10 9

Looks like a legal set. Let's see what we can do with these.

I'm thinking a displaced Northman, bard/fighter down on his luck.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Menedes, Oracle of Wind and inheritor of the Pharaonic legacy:

Menedes
NG Human Male Oracle (Wind) 2
Init +1; Senses Perception +5
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 12, touch 11, flat-footed 11 (+x armor, +1 dex, +1 shield)
hp 19 (2d8+4+2FC)
Fort +2, Ref +1, Will +6
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee sickle +1 (1d6)
Ranged dagger +2 (1d4)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 12, Con 15, Int 16, Wis 11, Cha 19
BAB +1; CMB +1; CMD 12
Feats (2) extra revelation (touch of electricity; 1d6+1 electricity melee touch, 6/day), iron will
Skills (8 skills x2) diplomacy +9, escape artist +6, heal +5, knowledge history +8, knowledge nobility +9, perception +5, profession (scribe) +4, sense motive +5, spellcraft +8
Spells/Day (-/5, DC 14+level)
0th level (5): create water, detect magic, guidance, light, purify food and drink, stabilize
1st level (2): alter winds*, cure light wounds*, endure elements, command
Special Abilities: Mystery (wind), oracle's curse (tongues), revelation (air barrier), mystery spell (alter winds)
Traits: Blood of Pharoahs, air-touched (You gain DR 1/— against creatures and attacks with the air type.)
Languages: Osiriani, Common, Auran, Ancient Osiriani, Gnoll, Ignan
Possessions (80 gp) sickle (6 gp), 5 daggers (10 gp), light wooden shield (3 gp), Oracle's kit (9 gp), 10 pieces chalk (1 sp), chronicler's kit (40 gp), 11 gp, 9 sp
------------------------------------------------------------------------
11,15,12,16,10,17

Encumbrance: sickle (2 lb), 5 daggers (5 lbs), light wooden shield (5 lb), chronicler's kit (4.5 lb), oracle's kit (29 lbs) = 45.5 lbs (carrying a medium load unless I drop the oracle's kit)

The dark was barely broken by the faint magical light cast by the shaking sickle. Menedes, who at this point was beginning to regret his choice to leave his comfortable job as a scribe at the Sanctum of Silver and Gold, was sweating in the stifling air of the tomb. But destiny, destiny always called, from the cradle where his mother had cooed his lineage from the ancient Pharoahs to his father, the farmer whose legacy had been cruelly taken away; to the night before he left home, when she reminded him once more that his pig-farming father was too worthless to cease his rooting in the dirt to take back what was his. She was mad, of course, but it was an attractive madness; it took root in Menedes' mind, told him that even if he was not interested in rebelling against the Ruby Prince, perhaps he was destined for something more than farming. He had taken the scribe's post because it was of a higher status than farming, but he had heard the siren call of the Necropolis, felt the wind whisper to him of lost secrets and buried treasures that rightly belonged to him.

But the wind did not whisper of such things today. He had joined the Crimson Scarabs, joined the stalwart warrior Alkus, the shady Lira, the dragon-blooded Hestivus to delve deeply into the newly opened tomb. Lira had died first, her screams cut off abruptly by the massive stone plug that slammed into the pit where she lay, having broken her ankle on the fall downward. Hestivus had gone next, touching the statue of the falcon-headed man, only to silently spasm with electricity until his body smelled of burning pork. Alkus, stalwart Alkus, had died saving Menedes. He had shoved the scribe clear of the rain of darts that barely seemed to pierce his skin. But he had smiled and wiped the darts away, only to take three steps and collapse as blood poured from his eyes, nose and mouth. Menedes had ran, then. He ran until he collapsed, in this sandy room, where the wind did not call to him, where death surely awaited him.

But... there was a breeze. A faint one, but Menedes had never found the winds to lie to him. If only he followed them, perhaps... perhaps he would find his way out. Perhaps.

Grand Lodge

ok got all the kinks out now to get IC
So there I was... knee deep in the dead with Trusk, Erin, and Zrask.
We were invicible, the "Cadaver's Spines" we called ourselves. We were built for this. When we chased Trusk through the dungeon as he was cleaving foe after foe, and getting pretty bit and scratched up, Erin was trying to keep him from falling until Trusk finally met Pharasma. Erin was spent. Then Zrask put up his hands with a few spoken words a pillar of flame evoked from him. Sadly, Erin was caught in the flames. This didn't stop her, though. She took out her mace and pummeled one after the other as arrows flied from my bow into them and I shouted "Dang it Z! Your gonna kill 'er.". Then one went after Z, I tried to stop it but my arrow... <sniff>... I was so focused on Erin and too quick to let it fly. Zombies on fire, the blood. Z's face as he grimaced in pain at me, a zombie feasting on his forehead with my arrow in his back. So what else was there to do... I hauled, trying to pick off as many as I could along the way. When I got the one's shuffling after me I snuck back and got the ones chewing on blood and bones. I'm not gonna lie, I cried. Angry at myself but mostly in grief of my fallen comrades. I swore that day that I would vanquish every undead in this dungeon and put an end to whatever defiled them in the first place.


Gold: 5d6 ⇒ (5, 3, 1, 4, 2) = 15 150 Gold

Backstory:
She who barks at bones was always considered a strange pup. She was born the runt of her litter with all the hardship that entails and found that she tended to have more sympathy for the plight of the packs slaves than the others, a fact that only increased her troubles. By the age of three she had learned to speak the slave tongue more than any of her pack mates, by four she had learned how to bring slave pups in to the world without harm to their mothers. She had made an uneasy friendship with the elder of the slaves, an Osirian man who kept his divine bent a secret, and from this man she learned of a faith other than that of the Great Mother. The old gods of Osirian.

At six She who barks at bones made the unforgivable mistake of setting her packs slaves go. The old man who was named Sa-Par-Sati was to be sacrificed for a shaman's eye. She could not let her friend die, so she made her way to the pens and removed the hard bolt that locked them in. In the morning, when it was found what she had done, she was brought before the pack mother. Only one punishment was dire enough for her offense, Exile. To wander packless and alone.

But, she was not alone. She hurried out in to the desert, following the way she knew her friends had gone, and on the eve of the fifth day she came upon the small town from whence Sa-Par-Sati was from. It was deep enough in to the Osirion lands that no Gnoll would venture, for fear of being caught by soldiers of the Ruby Prince. Exhausted, dieing of hunger and thirst, She collapsed at the small well amidst the screams of villagers.

She awoke in the small shrine to the gods of Osirion, greeted by her friend and welcomed for her kindness. She who barks at bones has spent the last two years dedicating her life to those gods, Anubis in particular, and for her faith she has been justly rewarded.

"This one does not seek conflict strangers, I know my form to be unsettling, I only wish a moment of your time. The fact that the guards let me in to the city should be proof that I am at least civil. I only wish to ask that you listen to my tale. Sadly this one was part of the band that was the broken stone, I know this does not invite good feelings. I did not know their type until after joining I tell you true, and if you allow me I will tell you of their end.

Yes, another round on me, this I can do.... drink, drink, it does you well yes. Now you will listen? Than I shall tell. The Broken Stone, disreputable I know... a seven turned curse upon the head of Takan Mehir and all the rest. Well save for little Ana, she was not so bad. But yes the tale... no no be my guest honored friend, another drink. INKEEP, ANOTHER BOTTLE OF YOUR WINE PLEASE.

Yes, the band. I had barely been in Wati for maybe a week when they approached me. They needed some extra help with their attempts at looting, and I was not fitting in so well you see. Little Ana, she said it was a legal profession, it would give me a way to make a living and allow me to strike against those who should slumber, a good proposition in my eyes. Old One Eye did not say much, but it was good to see another non-human among the group. The others didn't seem to friendly but I set that as to doing with my fur. None of them smelled of Set's blood so I assumed I was among friends, I would learn differently to my dismay.

We managed to do alright going in, smashed some risen bones in and found some treasures... even managed to defeat one of the wrapped dead. Only lost Tashket to a trap, his jackal spirit disappeared as soon as that spear found his heart. Found much in the way of grave goods, sadly that is what caused our falling out. Takan and One Eye turned on us as soon as we were clear of danger and close to safety. Poor little Ana never had a chance you see, One Eye brought his hammer down with all his might... caved her head in with just one blow. Takan stabbed Apsis in the back with one of his own wicked daggers and than flung a stinging arrow formed of acid at me before I saw what was going on, but his aim was fortunately poor. Lucky for me One Eye had already been injured or I never would have been able to take the hobgoblin, especially after Takan made him of monstrous size. Luckier still that Ana had healed me with the last of her magics after facing the mummy, Oh but I still carry the pain of that hobgoblin's hammer blows on my jaw. But my flail does not care how large, nor how strong you are. Takan tried to waddle his thrice damned blubber away, right in to the waiting teeth of a swarm of rats... JUSTICE I SAY, the justice of the Gods on him. May his heart be found most wanting. I had to run, carried young Ana's broken body with me the whole way, used most of what I had saved to give her a proper burial.

Now comes the question little friend. You see, I learned not to trust so easy this time... no, no, not easy at all. So the question remains, should I trust you do you think? Or should I find another to hear my tale?"


I have returned with my character completely done. Say hello to Arthur "Ozzy" Osorkon, a human two-weapon fighter. He's a tough front liner who can take and deal damage, and out of combat he has survival skills and some knowledges.

If there's any questions about my character don't hesitate to ask, and I always love getting feedback. Thanks for consideration!


Carl, you forgot an in character post about how you came to be without a band.


Havocprince wrote:
Carl, you forgot an in character post about how you came to be without a band.

Correct, I'm drawing that up now. I had to run off to rehearsal, just wanted to post the character I had done. Thanks for reminding me!


Arthur at the Inn:
"Why am I here alone, is what you're asking? Well my group got themselves killed trying to get through one of those damned underground ruins. It was stupid really." He shakes his head, taking a drink from his tankard. "You see I was with a band of mercenaries when wind came through about a new set of ruins that just got discovered. Most of them wanted to avoid the dungeon-delving as it was risky and meant we would have to drop some of our current agreements, but me and a few others wanted to see what riches we could find."

Arthur leans forward, spitting on the floor. "Let me tell you something, never go into one of those bloody dungeons without a good trap spotter on you. We were a tough bunch of bastards, really knew how to carve up anything that crossed our path. But when you step on a pressure plate and get crushed by a rock, well no amount of swordplay helps with that. We were down to three men before even finding any treasure."

"Finally we found a bunch of gold and artifacts so we started grabbing stuff and bagging them, trying to get the hell out before anything else happened. But when Tournel grabbed this wicked looking sword, it latched onto his arm and it was like a demon possessed him! He turned on Raul and cut the poor bastard down in cold blood, then turned on me. I hated to fight a friend, but there wasn't much I could do about the man getting possessed. That's how I got this big-arse cut here." He turns his face and points to the massive scar that leads from his right temple down to his chin. "Almost ripped half my face off with that axe of his. I managed to best him, but it hurt to have to cut a friend down."

Arthur leans back, taking a deep drink from his tankard and belching loudly. "And that's why I'm here, drinking myself numb. Need to move on from that evil place and find a group that's actually capable of handling these dungeons. I can gut anything down there that I run into, but the magic stuff and the traps would kill me. Well I told you my story, I think you owe me a drink bub."


No prob, just want everyone to have as fair a shake as possible. More fun with better competition.


Wealth: 4d6 ⇒ (2, 1, 5, 2) = 10*10=100

Finally, here is the full write-up of Gabriel the Hand

Backstory:

Parched Dunes… several weeks ago

"Gabriel, rise!" The voice was the first thing he heard. It was the first thing he heard for a very long time. How long? He felt the scorching sun bathing his naked body with its life-giving rays. He felt the sand under him. He did not dare to open his eyes yet. The brilliance he saw even through his closed eyelids was more than he could take at the moment. When was the last time I felt the sun above or the sand under me?

"Gabriel, it is time for you to serve the Lady again. You have been resting long." The voice was continued. Resting, I do not feel especially rested.. "Whrr…" his mouth was parched. He swallowed and wet his lips, then he tried again. "What lady?"
"Maybe too long, Gabriel." the being murmured under its breath.
"Gabriel, the Lady is in need of your services again. Search your memory, search your feelings. You should remember at least something."

Gabriel tried hard to remember. To remember anything, but his memory was blank – tabula rasa. Easy for you to say.. He slowly opened his eyes. Just a little at first. He saw a plate-clad woman with large bird wings augmented with pieces of metal. The armor was adorned with skulls. A pair of glowing eyes was all he could see of her face in the open-faced helm. "Are you an angel?"

He though the being sighed, but could not be sure. "Gabriel, the Lady of the Graves demands your services again. You have been most resourceful agent in the past and she was always pleased with your performance. Almost always." she paused as if thinking of some past event. "Nevertheless you have a new task in front of you. The Lady saw a most disturbing occurrence about to happen. You will go to Wati, where the Necropolis has been reopened. You need to become one of the new explorers. Fate will give you an opportunity to enter the Necropolis. That is why I have been instructed to bring you back to life."

Gabriel tried to sit, his head was hurting. He listened to the being but he could not make sense of what she was telling him. "I live… I live again?"

The being was patient, she might have been patience incarnate. "Gabriel, you are the Hand. You go where the lady sends you and you do what needs doing. You have always done so. Now it is time for you to head to Wati. Trust in fate. It will show you what to do."

He felt his mind was slowly starting to work properly. Well, go to Wati, do what needs to be done. The task seems straightforward enough. But more information would not hurt.

"Can you tell me more?" he asked.

"Gabriel, you should know I am not permitted to share any more details with you. You have to find what is going on for yourself. I cannot be seen to help you. That is the way it works. That is the way it has always worked." the armored women told him. "All I can do is give you this. It should help you start your new life once you find your way to the civilization." she handed him a purse and a sheathed dagger. "So long, Gabriel. We will meet again." she nodded and vanished.

Nice trick. He unsheathed the weapon. It was a double-edge ceremonial dagger with a dull gray blade. The pommel was decorated with a stylized depiction of a woman’s face and hair. He looked around. Desert, I am in the middle of a damn desert. She could at least take me somewhere more hospitable.

He stood up and started walking…


Recent history:

The Necropolis… several hours ago

"Hello, Gabriel" the voice surprised him, he thought he was alone in the room. He rolled from the makeshift bed, both daggers springing into his hands. He crouched in the corner, ready to face the unknown person. Then he recognized the voice. It was the first thing he heard after the long sleep. “Hello, you.” he said and followed by casting a ball of light onto one of his daggers. The plate-clad winged woman stood across the room. Yeah, it is her. Again. I am thrilled.

"Gabriel, you may put the weapons down, you know who I am." the being said, her eyes glowing more brightly inside her helmet.

Actually no, I do not. But I know who sent you. Or who you claim sent you. he thought.

"I remember you, all right. You are the one who left me in the middle of nowhere, almost naked, with only a purse full of coins and a dagger. And with a cryptic message. You know, money is great. If you have somewhere to spend it. In the desert – not so much. Some food and a better weapon would be preferable." he looked at her angrily. ”I was hunted by some oversized vermin across the desert, unable to defend myself properly. It was no fun, no fun at all. I am not feeling particularly grateful, trust me."

"But you survived, Gabriel. As I knew you would. You needed incentive to awake properly." the woman said calmly.

"Bones and ashes, awake properly!? You must be kidding." he almost shouted.

She waited, watching him. He calmed after a while. His voice became low and icy. Somehow, he sounded distinctly more dangerous than before. "You know, last time we met, you asked me to search my memory, my feelings. I did. I still do not know who I am or was. Memory evades me. But not so my feelings. I do not like you. I never did. I even do not much care for the Lady. Yes, I agree with her on most points. The important ones. But I think we do not see eye to eye. We never did. And her clergy, I like them even less. Most of them are a bunch of self-serving, pompous and smug boneheads."

"Let me tell you a short story. After I escaped those crawling monsters, I arrived to Wati. I hooked up with an adventuring group bound to enter the reopened Necropolis – they called themselves Tomb Claws. There was a lottery and they were one of the groups that won."

"The funny thing is, one of the Claws was a Pharasmin cleric – that was the initial reason I chose to join them. But I found out he was actively opposed to helping poor and destitute people in the city. I thought he was only joking the first time, but through our exploration of the Necropolis, other clues gave him away. He was an uncaring bastard who thought the only way to serve Her is to kill the monsters. When one of the other Tomb Claws was mortally wounded, he behaved as if he had no way to cure him just because he feared he will need the healing for himself as more enemies were closing in. Later I overheard him saying that before the lottery he had been passing a pregnant woman in a side street near the market and he laughed at her when she begged him to help her deliver the child but was unable to pay him for it. He even found it to be a funny enough story to share with his companions. Oh, it was funny for those Tomb Clowns, all right." he stopped, sheathed one of his daggers and put the lighted one on a slab of stone. Then he picked up his canteen and took a swing.

The glowing eyes seemed angry now. Could it be she does not know about such behavior of her clerics? Or she does know and is not permitted to do anything about it? Gabriel mused.

"They were not having such a great time when next we met some of the denizens of these ruins…" he paused, taking another sip of the water.

"Gabriel, what happened next?" the women enquired.

"I let them deal with it. Did not feel like spending any more time with them."

"You have been known to enact more… permanent… solutions, Gabriel. But it is for the best. You did right to enter the Necropolis. Now you have to join forces with another adventuring group you meet here. They are the ones who will help you with your destiny. You must agree to accompany them anywhere their quest will take them."

"A quest?" Is her tone pleading this time? What is going on?

"Yes Gabriel, they have a quest set before them, but they do not know it yet. They will ask you to join them. You will accept. It is the Lady’s will. That is why I was sent here tonight."

He was taken aback. Cryptic again, aren’t you? Can’t say more, can you? "All right, I will do that…"

"Good," she paused. "So long, Gabriel. We will meet again." she nodded and vanished.

Again? At least she has not left me in the middle of a desert this time. I should count myself lucky. Or perhaps not.

He extinguished the light, sheathed the dagger and returned to his makeshift bed…


Appearance and Personality:

Gabriel is of average height and weight. He has athletic body and no fat to speak of. His skin is tanned and crossed with so many scars, it is a surprise he is still alive. Some of the scars are from standard weapons but others are of decidedly strange origin. He has a butterfly shaped tattoo on his left hand. Although he looks to be around 25 years old, his dark brown eyes seem ancient. He keeps his blackish hair short and wears no jewelry.

He wears travel stained clothes but keeps them reasonably clean. He bathes regularly to keep his odor to minimum.

Gabriel has no social skills to speak of. He is direct and usually quite truthful – often to the point of being annoying. He is not exceptionally talkative but usually says what he thinks with no regard to what others may think about him. This does not make him many friends. He does not care.

He has low opinion of churches in general. He values the services some of their representatives provide to the common folk (healers, midwifes etc.), but finds most of them to be too rigid, self-absorbed, haughty, lecturing, greedy or power-hungry fools. It cannot be said he believes in or even reveres gods. He knows they exists, but finds them to be no better than the majority of people and definitely worse than some. His relations with Pharasma are something even he does not understand. He feels they are connected somehow but as he does not remember almost anything from his life before he awoke in the desert, he is not sure how. All he has are brief flashes and feelings.

He thinks laws and rules in general are good as long as they do not impede people doing the right thing. This approach usually does not endear him to authorities. He does not really have problems with authorities as long as he considers them competent, but it is safe to say many authorities have problems with him.

He has hard time trusting people as he usually expects the worst. He may seem paranoid at times, but as the saying goes “Just because you are paranoid doesn’t mean they are not after you”. He has been proven to be right several times.

He cares about folks. It does not mean he is nice to them, but if someone really needs help, he does his best to aid him/her to the best of his ability. This usually means facing some threat – ordinary or otherwise.

He hates anybody who preys on innocents or on those who cannot defend themselves properly. This holds especially true for undead and other monsters, but applies to bad people as well.

Personal recount of Gabriel’s departure from TC:

"Well, if you really feel like you need to know. The Tomb Clowns were a pitiful bunch, I would never joined them if I knew what sort of people they were. They are just glorified tomb robbers, self-centered bastards who do not care much about each other and even less so about anyone else. I decided I was safer alone down here than in their company. If you meet them, be careful. They might seem friendly but it will change when it suits them the most. If they are still alive... They were about to have some company when I took my leave. I reckoned, there was no reason to risk my life for the likes of them. Oh, and they are not really called Clowns, they call themselves Claws. But in reality - they resemble clowns more closely."

Statblock:

Gabriel
Male human (garundi) inquisitor of Pharasma 2 (Pathfinder RPG Advanced Player's Guide 38)
N Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 16 (2d8+3)
Fort +3, Ref +2, Will +6; +2 trait bonus against death effects.
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . morningstar +5 (1d8+4)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, expeditious retreat, protection from evil
. . 0 (at will)—create water, detect magic, disrupt undead, guidance, light, read magic, stabilize
. . Domain Spellkiller inquisition
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 11, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Disruptive, Intimidating Prowess, Toughness
Traits armor expert, resurrected
Skills Acrobatics -3 (-7 to jump), Heal +7, Intimidate +9, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Sense Motive +9, Stealth +2, Survival +8
Languages Common, Osiriani
SQ monster lore +3, spellkiller, stern gaze +1, track +1
Other Gear scale mail, heavy steel shield, dagger, dagger, morningstar, backpack, bedroll, belt pouch, candle (10), crowbar, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, spell component pouch, torch (10), trail rations (3), waterskin, wooden holy symbol of Pharasma, 2 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Disruptive +4 DC to cast defensively for those you threaten.
Inquisitor Domain (Spellkiller Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Resurrected You do not die until your hit points drop to negative 15 or lower.
Spellkiller (+2 Sacred, DC 14) After defeating enemy, gain +2 sacred bonus to AC for 2 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Track +1 Add the listed bonus to survival checks made to track.

Silver Crusade

What source are you accepting for Gnolls stats please, I couldn't find any via a paizo source.


I've been highly intrigued by Mummy's Mask, and would be very excited to participate, assuming I'm not too late.

Stat: 4d6 ⇒ (6, 4, 2, 3) = 15=13(+1)
Stat: 4d6 ⇒ (4, 4, 2, 5) = 15=13(+1)
Stat: 4d6 ⇒ (3, 4, 3, 4) = 14=11(+0)
Stat: 4d6 ⇒ (4, 1, 4, 3) = 12=11(+0)
Stat: 4d6 ⇒ (4, 1, 3, 3) = 11=10(+0}
Stat: 4d6 ⇒ (3, 1, 2, 4) = 10=9(-1)
Stat: 4d6 ⇒ (3, 1, 1, 2) = 7=6(Dropped}

Edit: Well, that's a modifier total of +1 and a...7 point buy?

Rerolling
Stat: 4d6 ⇒ (5, 1, 3, 1) = 10=9(Dropped)
Stat: 4d6 ⇒ (1, 6, 1, 5) = 13=12(+1)
Stat: 4d6 ⇒ (6, 5, 1, 3) = 15=14(+2)
Stat: 4d6 ⇒ (6, 6, 6, 1) = 19=18(+4)
Stat: 4d6 ⇒ (3, 3, 4, 6) = 16=13(+1)
Stat: 4d6 ⇒ (4, 6, 5, 1) = 16=15(+2)
Stat: 4d6 ⇒ (5, 2, 3, 2) = 12=10(+0)

That's a modifier total of +10, which is just under the rules legal limit.

Will brainstorm ideas now.


Tharasiph wrote:
What source are you accepting for Gnolls stats please, I couldn't find any via a paizo source.

Gnoll statistics are given as an example on page 225 in the Race Builder chapter of the Advance Race Guide as an example race.

They may also be found here: Gnolls.

I would say that is official enough ;-)


Okay, I'm gonna make a half-elf rogue/sorcerer heading for Arcane Trickster.

Level Sorcerer HD Roll: 1d6 ⇒ 3
Rogue Starting Gold: 4d6 ⇒ (3, 1, 2, 1) = 7 x 10 = 70

Okay, time to get this guy made.


Gold tipped the crown of Torbourg Johannson's helm.
Crimson was the needle point of his spear.
Long and keen was his sword,
Only one in twenty could wield that blade.

Glory and adventure and treasure called.
Called from the warm southern seas.

Glory in Gorum's work.
A test of courage,
A test of strength,
A test of worth.

Adventure on Desna's Path,
To wander the world
To see the unseen.
And know the unknown.

Treasure wrest from southern lands
By sword or guile won.
To live upon in the frozen north,
When back home we had come.

Glory and adventure and treasure called.
Called from the warm southern seas.

So Torbourg gathered five fast friends,
Sons of his father's Jarls.
We pledged our lives, we pledged our swords,
To Torbourg's lordly words.

Snell of the lightning bow.
Sturdy Gnorri, Gorum-hearted.
Jan to win his sweetheart's love.
Swift Erik BloodAxe, brave
To sing, the skald, I.

Two-score of iron-thewed men in the crew,
Knew well the ways of axe and oar.
The mysteries of an ocean's sail
Past far horizon's door.

Glory and adventure and treasure called.
Called from the warm southern seas.

Like a king of old, brave and bold,
Torbourg gathered his men.
"We won't be kings, but Linnorm Lords
When we return home again...."

"It's just a beginning. The rest of the tale is sad. Gozreh punished our pride for sailing too soon, and fate never favors the ill-prepared. We foundered the ship and drifted from rumor to rumor of treasure to be won. We hoped no longer to be Lords. We just wanted to get home without dishonor. We'd try anything to get a ship, a crew, a chance."

"Now they are all dead. What do you think of the beginning of my song? I should make Torbourg a bigger man, yes? This song must please his father. If it's not good enough to buy my way out of a bloodfeud, I might as well not return home at all."


Tharasiph wrote:
What source are you accepting for Gnolls stats please, I couldn't find any via a paizo source.

I'm not the DM, but this is a likely source.


Thank you to those that answered the gnoll question for me. When it was asked, I had to go find them myself (not actually knowing where they were).


Okay, here is the writeup of Aramil Wellys, half-elf locksmith and unexpected adventurer. Took a little while, but I was able to get him worked out.

Stat block:

Aramil Wellys
N male humanoid (half-elf) rogue 1/sorcerer (arcane bloodline) 1
Init +4; Senses Perception +7; Low-light vision
Favored Class: rogue/sorcerer
FCB: +1 Skill Point/+1 Hit Point

DEFENSE
AC 14 (18), touch 14, flat-footed 10(14) (+4 Dex, +4 mage armor)
HP 16 (1d8+1d6+4 Con +1 FCB)
Saves Fort +2, Ref +6, Will +3
Special Defenses Elven immunities (sleep, +2 vs. enchantments), +2 vs. fear effects

OFFENSE
Speed 30 ft.
Melee dagger +4 (1d4+1) or light mace +4 (1d6+1)
Ranged dagger +4 (1d4+1)
Special Attacks sneak attack +1d6
Spells Known 0-level mage hand, open/close, spark, acid splash
1st-level (4/day) Mage armor, magic missile

STATISTICS
Str 12, Dex 18, Con 14, Int 13, Wis 12, Cha 15
Base Atk +0; CMB +0; CMD 16
Feats Armor Proficiency (light), Defensive Combat Training, Eschew Materials, Skill Focus (Disable Device), Weapon Proficiency (simple, hand crossbow, rapier, sap, shortbow, and short sword)
Traits Wati Native, Mentored (Craft (locks))
Skills Acrobatics +8, Appraise +5, Bluff +7, Climb +5, Craft (locks) +6, Disable Device +12, Escape Artist +8, Knowledge (arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (local) +6, Perception +7, Sense Motive +5, Spellcraft +6, Stealth +8
Languages Common, Elven, Draconic, Osirioni
SQ Adaptability, Arcane bond (ring), bloodline arcana, elf blood, keen senses, low-light vision, multitalented, trapfinding
Gear: Light mace, 4 daggers, backpack, bedroll, belt pouch, chalk (10), grappling hook, mess kit, mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (9 days), waterskin, explorer's outfit, 6 gp

SPECIAL ABILITIES
Half-Elf Racial Traits
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Strength)
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Arcane Bloodline
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

TRAITS
Wati Native: You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you’ve never actually entered one of the necropolis’s silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

Mentored: Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill.

Backstory:

Aramil Wellys never knew his father. His mother, a prostitute, couldn’t even tell him his father’s name. All she knew was that he’d paid in gold, and been an elf of some kind. He grew up in Bargetown with his mother, sharing a flophouse with other women who walked the streets and their bastards. Sometimes one of the kids’ mothers wouldn’t come back. Aramil’s didn’t come back when he was 5. After a couple of years living in the flophouse with no one really caring for him, he began running with packs of street urchins. They’d beg, steal, and cheat to survive, and he had no problem with it. After all, these people had things he did not, and he had to eat somehow. Like all kids, they would sneak into the necropolis and dare each other to go touch the door of various tombs, or play hide and seek amongst them. They never entered, whether out of respect or fear, but they had no problems playing around them.

As he grew older, some of the kids started to get the idea of breaking into shops and homes to steal things. On one of these trips, when it was decided that breaking a window would attract too much attention, Aramil discovered he had a talent for forcing locks. Using his new-found talents, the kids started breaking into shops in The Veins. They grew bolder with each success, until the day they broke into Kohli Venata’s locksmithing shop. Kohli was no fool, and, having heard of the break-ins in the neighborhood, placed his best lock on the door, hired some extra security, and set an ambush. He saw the boys sneak up, and signaled one of his guards to get the Watch. Aramil found the lock to be the most challenging he’d ever seen, but, after a long while, was able to successfully pick the lock even with his improvised tools. Upon entry, he was immediately grabbed by the shopkeeper. The kids scattered, with some running straight into the hands of the Watch and the others back to Bargetown.

Aramil was sure that the shopkeeper would turn him over to the Watch, so he was surprised when Kohli took him into the back room of his shop. Kohli was surprised that the youth before him had been able to pick the lock, and wanted to know how he’d done it. After getting Kohli to promise not to turn him over to the Watch, he told him. Intrigued, Kohli offered to take the lad on as his apprentice. He would live in the shop and learn the trade of a locksmith. Aramil, realizing how close his brush with the law had been, wisely accepted the offer. He showed a gift for the craft and was eager to learn.

10 years later, Kohli grew ill. He wasn’t able to work as much, and people weren’t as willing to hire Aramil to do the work that Kohli had done. He was younger, more untested. Between the loss of customers and the cost of Kohli’s medical care, the shop was in danger of closing. Desparate, Aramil began to consider returning to his criminal roots, even though he knew Kohli wouldn’t approve. Then the wizard came.

His name was Forwythin Smythe. The tombs in the Necropolis were being opened to exploration. There was to be a lottery, and Forwythin wished to participate. He was looking to hire Kohli to deal with any locks and traps in the tombs. He wanted Kohli to accompany himself, a couple of bodyguards, and some laborers on his expeditions. Though Kohli was not well enough to go, he said his apprentice was more than capable of dealing with the obstacles, and Forwythin agreed to hire him for 10% of the total loot found in each tomb, to be paid after each tomb. Forwythin gave Aramil a time and a place to meet the next day for the lottery, and left. Kohli gave Aramil some money and told him the things he might need to buy. The next day, Kohli met Forwythin, Hargan, a huge half-orc with thick fists, and Vaness, a Dwarven axe-maiden, along with their three hired laborers, locals like Aramil. The time for the adventure was now. Hopefully, he’d make enough to save the shop and maybe pay a cleric to cure Kohli of his disease.

Recent History:

The Company of Smythe, as they were called, drew the tomb of Akhoti in the lottery. Akhoti, a nobleman of Wati before the plague, was reputed to have been quite wealthy. Aramil was excited at the prospect of exploring a forgotten tomb. He guided them to the correct tomb, and they cautiously entered. They found some traps that Aramil was able to disarm, and some relics that, while not financially valuable, were of historical significance. Forwythin seemed pleased, though Hargan and Vaness not as much. Aramil was hoping more gold would be found further in, so he could get money for Kohli.

It was in the first underground level they ran into trouble. Aramil was checking a door for traps, Forwythin was examining some Ancient Osirioni writing, and Hargan and Vaness were standing around bored. The laborers were taking a rest when one of them leaned against the wall and triggered a hidden catch to fall through a door. Aramil was pulled away from the door to help find the trigger. Finding the catch, he opened the door to find the laborer dead, turned to a shriveled husk, and a gold face mask hanging on the wall of a secret room. Hargan pushed past him, knocking him prone, as he raced to grab the mask. When he lifted it, he screamed, and, as the laborer, began withering. Within moments, it was over, and Hargan, too, lay on the floor dead.

Choosing to ignore the mask, the remaining members of the company turned back to the door Aramil had been examining. Finding no traps, he unlocked it and led them into the next room. Within the square room they found an altar to Anubis, along with the ceremonial mask worn by priests of Anubis, made of blue gold and jade. The memory of Hargan all too fresh in their minds, they allowed Aramil to search for traps. He found none, so they took the mask and continued on. They began finding more treasures like that, and the laborers packs began filling up. Then they stumbled into the crypt.

Upon entry, Aramil immediately sensed that perhaps they should go another way. Forwythin chose to enter anyway, and as he was reading some of the Ancient Osirioni text on the walls, spectral forms seemed to appear, and they began attacking those in the room. Desparately, they attempted to fight, only to find the creatures incorporeal and draining the strength from those they touched. Forwythin died first, and Vaness had managed to make enough of a nuisance of herself that they swarmed her next. Then they turned their gaze on Aramil and the laborers.

Aramil knew he was out of his element, knew he was going to die, and desperately reached out for anything that could save him. As one of the creatures reached for him, he suddenly found himself encased in a magic armor they could not penetrate. One of the laborers screamed as three of the creatures engulfed him. Aramil and the remaining laborer exchanged a look, and then Aramil grabbed the fallen laborer’s pack and ran. He and the other laborer moved as quickly as they could. Looking behind him to see one of the creatures pursuing them, his body seemed to take control of itself. His hand rose, and a magical bolt of energy flew from it, striking the creature and giving it pause. He ran as quickly as he could, and he and the remaining laborer burst into the fading sunlight. Returning to the city proper, Aramil and the laborer agreed to part ways with their sack. Aramil returned to Kohli’s, where he examined his haul. The next day, he would take it to the Sunburst Market to sell.

While he intended to give most of the money to Kohli and the shop, he would keep some for himself to buy more equipment. He’d made quite a bit with this expedition, and despite the danger, he was eager to possibly go back into the tombs. After all, if he made enough money, he might be able to afford to pay a cleric to heal Kohli’s disease so he could work again. They had a chance of making it. Now if only he could find another group to hire him…

Appearance & Personality:

Kholi is the closest thing to family Aramil has, and the only father figure he has ever known. As such, his whole motivation for doing the lottery is to earn enough gold to possibly pay to have Kohli's illness cured, and to save the locksmith shop. As such, he is cautious, and will attempt to treat all others as business associates. He is unsure of his newfound magical gifts, but as they have saved his life, he is willing to use them if they will help him stay alive and help Kohli.

Appearance-wise, Aramil is as tall as the average human, with slightly pointed ears and a lithe form hinting at his Elven heritage. He is dressed in light, loose-fitting clothing to allow for air to flow, and has a dust cloak he uses to help keep sand and the sun off his face.

Silver Crusade

Thanks i'll be back later today maybe tonight If I can make a character concept as good as the Gnoll Pally above.


Aardvark DM, how do you feel about class dipping - I have a clear concept in mind, but it may involve one or two dips - the purpose is not mechanically OP but instead to allow access to certain abilities - namely the use of spell trigger items.

Is that something that bothers you?


I will not be submitting an application for this game. Best of luck to all.


Albion, as long as there is a logical progression, I have no problem with it. I know in the past I have dipped ranger or fighter for an archer cleric, and knowing I was going to do so, focused the in game actions to represent where the new benefits came from. The hardest one is sudden wizardy and the like.

Silver Crusade

and Just for a last question I would like to goto the Living Monolith Prestige Class will that be possible as part of the AP?


Aardvark DM, do you have any thoughts on my submission one way or the other? Just want to make sure I put forth the best character I can.


Sadly, Tharasiph, that I cannot answer right now. I don't have my books with me, but I do know there are sphinx's just not exactly in what capacity to allow the PrC.

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