GM Olmek's Mummy's Mask Recruitment


Recruitment

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In the bustling city of Wati, the Church of Pharasma is holding a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of Osirion's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes will embroil themselves in a plot that could shake the pillars of this ancient kingdom, and perhaps, all of Golarion.

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Expectations
- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Mummy's Mask Player's Guide and are at least somewhat knowledgeable about Golarion.

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Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

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Level: 1

Ability Scores: 20 point buy

Alignment: Non-evil

Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table.

Classes: Anything Paizo, all archetypes available.

HP: Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold: Average

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To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. Recruitment will be open for a week (until June 14th midnight EST).

Good luck and thanks for applying! :)


Quick question! Are there any aspects of the Pathfinder Unchained that you will accept/implement in the game?

Such as the unchained rogue, the artistry/lore skills, background skill ranks, any crafting?, skill unlocks/stamina, simplified spellcasting, etc.

Thanks ^^


Sweet! Already started on my slyph sorceress of Sekhmet! Have to change stuff around as I had rolled her ability scores. Going to bed now but I should be finish by late afternoon! Thank you for this opportunity!


TreasureFox wrote:

Quick question! Are there any aspects of the Pathfinder Unchained that you will accept/implement in the game?

Such as the unchained rogue, the artistry/lore skills, background skill ranks, any crafting?, skill unlocks/stamina, simplified spellcasting, etc.

Thanks ^^

I don't own Unchained, so I can't form an opinion on any of that. I can look at the classes online, and they seem fine. The rest I'm not sure about.


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Alright, question time. I have an Undine cleric of Wadjet who'd be pretty much ready to go, but... I was struck with inspiration. Would you be likely to allow an Akashic class from Dreamscarred Press? A vizier could be an interesting thematic fit...

But, if you say no, I'll accept it graciously and just leave my cleric there. I'm not committed to the idea, it was just a thought that stuck me!


Dot, archaeologist bard/paladin of some kind coming soon.

Silver Crusade

I got an idea for a ifrit swashbuckler that I am interested in playing. This will be my first PBP and I hope to join in.


GM, I've had an idea for a Mummy's Mask character for a while that's a little odd, but deeply tied into the story.

I've written out the background stuff and thought I'd submit it for you to take a look at so you could tell me if the idea seemed interesting to you or not.

Please tell me what you think


dotting for interest, while I work some thing up. :)


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Here's Alayi! I am ready to go into some tombs and get rich! Oh! And of course respect the dead. I mean who wants to wake a mummy or something like that.

EDIT: And I have included stats on Alayi's profile page.

Silver Crusade RPG Superstar 2014 Top 16

Dotting. Working on a combat-focused divine full-caster, possibly a Shaman with the battle spirit as her primary, perhaps with the Speaker for the Past archetype as well to tap into the power of her ancestors. She'll be human, and her backstory is pending.


Here is my character submission, Amyrtaeus. He is a kineticist from the Occult Adventures playtest, and his party role includes finding and disabling traps as well as ranged damage support. He'll have a few nifty tricks up his sleeve along the way, such as being able to disable traps at a distance at level 2. I may dip a couple of levels in barbarian later and make him into a melee striker with Kinetic Blade, but I'm not sure yet. It'll depend on the party and what is needed.

If you click the link in his name in the statblock, it'll take you to a Myth-Weavers character sheet as well. All of the information below is also available in his character page. Thanks!

Statblock:
Amyrtaeus
Male Human Kineticist 1
N Medium Humanoid (Human)
Init +5; Senses Normal Vision; Perception +7

Defense
AC 18; Touch 15; Flat-Footed 13; (Studded Leather)
HP 11 (1d8)
Fort +4; Ref +7; Will +2

Offense
Speed 30ft
Space 5ft; Reach 5ft
Melee Gauntlet +0 (1d3)
Ranged Telekinetic Blast +5 (1d6+2)

Statistics
Str 10, Dex 20, Con 14, Int 10, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Trap Finder, Indomitable Faith, Reactionary Drawback Umbral Unmasking
Skills Disable Device +9, Perception +5, Sleight of Hand +8
Languages Common
SQ Burn, Element (Aether), Telekinetic Blast, Light Touch
Combat Gear Studded Leather, Gauntlet, Blowgun Darts (30)
Other Gear Hot Weather Outfit, Blowgun Darts (10) (concealed), Waterskin, 5gp


Background:
Amyrtaeus is a nomadic Kelish native of Osirion, originally born in the capitol, Sothis. After making a name for himself as a fugitive in his home city, he fled to find ventures elsewhere in the sands. He quickly took to tombraiding, as its high-risk-high-reward stakes spoke to his nature. Upon such a venture, however, he was cursed with a dark and powerful magic protecting one of the tombs. After blacking out from the mental shock of the curse, he found the tomb around him blasted completely through by some unknown force. Once he reached a nearby civilization and recovered, he began to realize that he was that force, and that the power granted to him by the curse came with a price. In exchange for mental control over physical objects, his mind and dreams were scarred with darkness that ate at him constantly. Additionally, his shadow became hideous and demonic looking, frightening those who took notice, usually leaving him run out of most civilized areas by superstitious folks. To make things worse, his lack of mental control meant that his powers tended to cause havoc wherever he went. After a year of training in solitude and continuing to live off of tombraiding expeditions, Amyrtaeus decided to answer the call to the necropolis of Wati. At this point, he has practiced fine control over his powers and learned to ease his mind, although his tainted shadow persists.

Appearance:
Amyrtaeus is a 22-year-old Kelish man of average height and weight, though he appears quite lean. He clads himself in fine, breathable leathers and silks. A pair of goggles rest on his clean-shaven head, which he lowers during sand gusts or when working with dangerous mechanisms. He has dark, sunken eyes and a weary look about him that makes him look aged beyond his years. His shadow, if one were to notice, is very abnormal. It shifts into horrendous, demonic shapes with horns, claws, tendrils, and more; a sign of his curse.

Personality:
Amyrtaeus is rather paranoid for a number of reasons. Whether it be his constant interaction with trapped tombs or his experience with others' distrust and violence, he's made it a matter of personal effort to always be on constant lookout. While he was never quite sociable before his cursed accident, since its occurrence he's been even less so; speaking to few and trusting none. He is constantly assaulted by the dark thoughts that intrude on his mind, though he has learned to keep them at bay in order to control his powers. In truth, he's just as worried about having an explosive accident and harming others as he is about his own safety.


Dotting, with a couple questions:

1) Are you allowing starting stats above 18? Or is 18 the maximum?

2) Are Ancient Osirian, Osirian, and Common three separate languages? Or are Common/Osirian the same thing?

Thanks - I'll have a character up in the next couple of days.


Dotting for interest. Not sure what I'm going to roll up yet.


Alayi Ah'Mheed wrote:

Here's Alayi! I am ready to go into some tombs and get rich! Oh! And of course respect the dead. I mean who wants to wake a mummy or something like that.

EDIT: And I have included stats on Alayi's profile page.

Wow! Interesting character! I like her!

Scarab Sages

Here's Vidic Votev. A stranger in a strange land. Clicking on his profile gives stats/background etc.... I do have to adjust the stats up as I think I originally built this character on a 15-point buy.


Dot.

I have an idea rolling around in my head for the past week, and this seems to be the place to try. A human sorcerer (bloodline undetermined yet), that is a conjuration specialist. Not just the normal summon monster, but especially the "pit" spells and other conjuration spells.

I don't have time today, and maybe not tomorrow but will have something up by Wednesday.

-- david

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Darkness Rising wrote:

Dotting, with a couple questions:

1) Are you allowing starting stats above 18? Or is 18 the maximum?

2) Are Ancient Osirian, Osirian, and Common three separate languages? Or are Common/Osirian the same thing?

Thanks - I'll have a character up in the next couple of days.

For that matter, I remember reading that Osirian and Ancient Osirian are mutually intelligible as *spoken* languages, but are mutually unintelligible when *written* -- are you using that ruling, or having them be completely separate.


I specifically built this character to play in Mummy's Mask. He's an ex-slave Katapeshi inquisitor of Sarenrae. Back story is included. Just enough to suggest a way to play him, and allow room for growth. I desperately want to play this.


Well, I worked something up.
Will make an alias if selected. :)
Morgrym Stonereaper

Basic Info:

Male Dwarf Warpriest
LN medium humanoid
Senses Darkvision (60)

Stats
STR 16 DEX 10 CON 12 INT 14 WIS 16 CHA 8

Offence:

BAB 0 CMB 3 CMD 13
Speed 20 ft, Init 0
Space 5 Reach 5

Melee
Dorn Dergar, Dwarven +4 (1d10+4/x2)
Dagger +3 (1d4+3/19-20/x2)

Ranged
Crossbow, light +0 (1d8/19-20/x2)
Sling +0 (1d4+3/x2)

Defence:

AC 15, touch 10, flat-footed 15
hp 9
Fort 3 Reflex 1 Will 5

Feats:

Additional Traits
Weapon Focus (Class Feature) Dorn-Dergar
Armor Proficiency, Heavy (Core 118) (Class Feature)
Armor Proficiency, Medium (Core 118) (Class Feature)
Armor Proficiency, Light (Core 118) (Class Feature)
Shield Proficiency (Core 133) (Class Feature)

Skills:

Acrobatics -4, Appraise 2, Bluff -1, Climb -1, Diplomacy -1, Disguise -1, Escape Artist -4, Fly -4, Heal 7, Intimidate -1, Knowledge (religion) 6, Perception 4, Ride -4, Sense Motive 3, Spellcraft 6, Stealth -4, Survival 3, Swim -1, Use Magic Device 0

Languages:

Dwarven, Common, Undercommon, Celestial

Gear:

Armour: Scale Mail

Weapons:
Dorn Dergar - Dwarven, Crossbow - light, Sling, Dagger, Bullets - Sling (10), Bolts - crossbow (30),

Adventuring Gear:
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Fishing Kit, Grappling Hook, Kit - Cooking (AA), Kit - Gear Maintenance

Money and Gems:

PP
GP 1
SP 4
CP
Gems/Jewels

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits:

Resurrected (APMM 10): You gain a +2 trait bonus on saving throws against death effects. You do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Grounded (DoG 10): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)
Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.
Acid Strike (ACG 65): You can touch one weapon and enhance it with acidic potency for one minute. It emits acrid fumes that deal 1d4 acid damage with each strike. This damage doesn't stack with the corrosive weapon special ability.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

spells Prepared:

0 Level
Detect Magic
Read Magic
Create Water

1 Level
Divine Favour
Divine Favour

Background:

Morgrym was born of a poorer family in the area of Highhelm. While in his early years, his family regaled him with stories of his ancestors and their deeds. This caused him to want to emulate his ancestors, and to be as heroic as the ones in story.
While he was a young dwarf, he was all over anything that he could end up climbing, but like any kid that climbs things, he eventually fell.
When he entered the church, the elder in charge of the church, healed him, but his family could not pay, so his family agreed that payment was to be his service until released by the church.
So until the age of 50, Morgrymm was a ward of the church, where he learned how to channel divine magic and how to defend himself.
One of his weapons trainers taught him the use of classic weapons, where he excelled, and decided to take up the use of the weapon himself.
Shortly after his 51st birthday, he heard stories of a place where fantastic amounts of wealth and artifacts. So to further looking this, he asked the head of his church if he could leave to pursue independent studies and research. He was granted this permission, and so he made his way down to Almas with a caravan.
Shortly after he got there, he booked passage onto a ship for Sothis. When he arrived, he wanted nothing to do with the sea, and he booked passage on a river boat which he eventually left it in the town of Wadi, where he stayed for a couple of months doing odd jobs.
He was killed and robbed by a street thief, but a passerby took him to a church, where he started to breathe again. He promised the church that he would pay them back for any healing that he had received, and now with funds running low, he joined the lottery so that he can earn money, in order to pay back the church, and to look into why he did not die.


dotting in with this chaarcter.

will need to adjust it of course but

picture a little bit Rick O'Connell meshed with Indiana Jones.

what are the gun rules being used?


Going to change my character to an aasimar paladin of Anubis. He's one of the characters I got rolling around in my head. Besides I've got a good concept for him!


Can we use drawbacks to get an additional trait?


Ankh is ready to go!

He's a Life Shaman, which makes him very good at healing and killing undead and not much else at this point.

As far as party roles go, he'll make a great support-caster and healer for the first few levels, then he'll be branching out into some necromancy as well.


are you okay with someone who DMed Mummy's Mask from start to finish, or would that bother you?
Any chance for PFS credit for this?


Given that the game is a 20 point buy, I believe that automatically makes it no PFS credit as one of the things of PFS is all characters are a 15 point buy. (Sorry if I am wrong, but I am pretty sure I am right on this one >.<)

That aside I do plan on making a character for this as I love Egyptian lore and such and so I've been itching to see this ran and would absolutely love to get into it. I shall begin the thinking process.


You do know that for adventure paths, you can give out credit as if people had used pregenerated characters right? PFS credit for APs do not have to be Dmed exactly as written.


Yeah, for APs you can play through it with any build rules and still get PFS credit. The point buy for PFS actually is also 20, though.

Silver Crusade RPG Superstar 2014 Top 16

@Vincent: Actually PFS characters are a 20-point buy. Only the pregens are 15-point.


Can we please not do PFS? I really don't want to deal with all the extra restrictions to make our characters PFS compatible.


Nevermind, this is why I made sure to in a sorry in the parenthesis. My apologies. I could've sworn for some reason it was 15, all the same sorry sorry.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

You don't have to run it as PFS in order for PFS credit to be issued.

As long as the *intention* is to run the entire AP, for PFS purposes it is run in "campaign mode" -- ie however the group wants to run it. A chronicle is then issued at the completion of each book to whoever wants it.

Basically, the only thing it adds is a little bit of paperwork (preparing the chronicle and, ideally, reporting the game). Also, the GM will need a PFS number, as will any player who wants credit.


Will be submitting something for this. First concept is a life oracle, but I'm going to wait and see a bit what roles are underrepresented.


Here are stats for Noonan, ex-harem guard.

Yarp:

Full Name : Noonan

Race Human

Classes/Levels Barbarian 1 (Invulnerable Rager) (Favored Class Bonus-HP)

Gender M

Size M

Age 22

Special Abilities :

Alignment: NG

Deity : Muscle Wizard

Location :Wati

Languages :Common

Occupation : Smiter of various bodyparts,Ex- Harem guard

Strength 16 (14 plus human bonus) (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: Truck Weight: Truck Hair: None Eyes: Brown
Favored Class: Barbarian (HP)
EXP:
Hit Points: 18
Spd: 40 ft.
Init: +2
AC: 17( +5armor shield)/Touch 12/FF15)
BAB: +1
CMB: +4
CMD: +16
Saves: Fort +4 Ref +3 Will +2 (+4 vs. fear)

Weapons:
Greatsword +4 2d6+3 19-20
Dagger +4 1d4+3 19-20

Skills: Perception(1+2+3)6,Know-Local(1+3+1)5,Survival(1+2+3)6,Climb(1+2+3)6,Acroba tics (1+2+3)6

Feats: Power attack,Toughness(+3 HP at 1,+1 hp/level after level 3)
Traits: Wati Native(+2 vs. fear ,+1 Know-Local and is class skill)Deft Dodger(+1 reflex save)
Special Abilities: Fast Movement,Rage(6 rounds),

Equipment:
Scale Mail (50 -4 ACP)
Greatsword (50)
Dagger (2)
Barbarian's Kit (9 gp)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches
trail rations (5 days)
waterskin
69 gold

Stats when Raging : Str 20,Con 18, Will +2(+4 vs fear),HP 20 AC 15
Greatsword +6 2d6+5
Dagger +6 1d4+5

Description: Noonan is a towering figure with a shaven head and sunburned skin, he looks like someone who keeps
himself in shape with vigorous exercise but has lived his life indoors due to his pale yet sunburned skin.

Background: Noonan was born a slave and purchased by a wealthy merchant who wanted a servant for his harem. Unfortunatly for Noonan, this ment castration and while harboring anger for many a year, he has slowly learned to accept his state. His master came upon hard times recently and had to reduce his household and be limited to just one mistress. So he sent Noonan away as well with a purse full of gold as 'compensation' for his long years of servitude.


Here we go! I'm SCKnightHero1 by the way. But this is my aasimar paladin of Anubis. I felt that he should have some sort of flaw, which while not a drawback, does create some interesting roleplay options. He also serves as a tank and damage dealer while also providing backup healing although he primarily focus on keeping the villains at bay.

And by armored sandals I'm referring to these.


Welp, here is my character. I have been wanting to try out this campaign for a while and I think this would be a fun and interesting character to play through it.

Stat Block:

Dro'ka Zahil
Male Slayer (Vanguard) 1
N Medium humanoid (human)
Init +4; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will -1
--------------------
Offense
--------------------
Speed 30/20 ft.
Melee Kukri/Kurki +2/+2 1d4+1/1d4
Ranged Sling 1d4+1
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 15/12Fl
Feats Two Weapon Fighting, Weapon Finesse
Traits Antiquities Smuggler (Osirion, Bluff), Trap Finder
Skills Bluff +7, Climb +2 (+4 if dropping pack), Disable Device +7 (+10 if dropping pack), Disguise +6, Know (Dungeon) +6, Linguistics +3, Perception +3, Sense Motive +3, Stealth +4 (+7 if dropping pack), Survival +3
Languages Common,Kelish, Osiriani, Osiriani (Ancient), Sphinx
Combat Kukri/Kukri, Sling, Studded Leather
Other Gear Explorer's outfit, Backpack, Compass, Crowbar, Grappling Hook, Silk Rope, Thieves' Tools (Mwk), Trail Rations x5, Waterskin x2
--------------------
Special Abilities
--------------------
Antiquities Smuggler (Osirion, Bluff)
Compass
Studied Target +1 (Move action, 1 at a time)
Trap Finder

Backstory:

Dro'ka is my name, plundering has been my game. Ever since I was a little tyke I've been getting myself into trouble and slipping into ruins and bedrooms alike to borrow their treasures. Of course, there have been many a time I've screwed up and gotten caught but with this kind of territory comes a quick mind and head full of lies. So far I have escaped the law and I feel like it won't catch up to me soon.

Dro'ka Zahil was born born to a poor merchant family but was never good at plying the trade. He could sell sand to slave if he wanted but for the life of him he didn't have an eye for the value of things. Thus his mother gave up on him and told him to keep himself busy and not in trouble. This left him going about doing what he wanted and what he wanted was adventure and a bit of fun.

Throughout his childhood he would slip into caravans that were going out to the pyramids, going to other cities, or just simply slipping himself into noble houses just for the fun of it. He believed that life was a test and he aimed to succeed. He picked up languages along the way, be it from folklore or from the pyramids themselves. He was always curious and that curiosity kept him busy even when he wasn't getting into trouble.

He showed no sign of slowing down as he grew up but he did at least learn how to handle a few weapons. He began to learn how to stalk his targets and figure out their weaknesses. He even learned how to disguise himself so he didn't have to worry bout it if he was seen. He didn't steal most of the these days, at least from those of the living. He instead just enjoyed the challenge. But he was always looking and waiting for another challenge or a big payoff that may let him enjoy the riches of those he toyed with.


Personality:

Always up for a bit of fun, especially if it involves a little danger or isn't exactly legal. He can be a little bit of a flirt but typically he only does so when is playing a con or a attempting to get close to a target. Apart from that he is a bit of a genuine romantic when he actually finds someone to go after but so far his own antics bite him in the ass in that department.


Dotting for interest, not sure what I'll be making yet, though. Gotta let some stuff percolate for a day or two.


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SCKnightHero1 wrote:
Alayi Ah'Mheed wrote:

Here's Alayi! I am ready to go into some tombs and get rich! Oh! And of course respect the dead. I mean who wants to wake a mummy or something like that.

EDIT: And I have included stats on Alayi's profile page.

Wow! Interesting character! I like her!

Thanks! I like it when people praise me!~

Anyway, what follows is her appearance, personality, background, and stats ready for viewing.

Alayi's Appearance
A Young looking girl with light reddish skin, black hair, and red eyes, wearing a somewhat Qadiran looking Explorer's Outfit. She has a Scimitar on her waist, three Kunai on her belt, and a Shortbow with two quivers of arrows on her back.

Alayi's Personality:

Alayi is rather outgoing, but due to a rough past, she rather play instead of getting to know you all that much. But she does know the value of "friends" that would be able to help her.

Alayi's Background:

Alayi's from what she could remember is that she was a servant for a merchant in Katheer, in Qadira. She was trained to be an assistant to the merchant but was rather "hot-headed" and would not sit still for training. She would sneak out often enough to see the sights and sounds of Katheer when the sun went down.

But after being with her master for a few years, her master died from old age. She did not want to take over her master's mercantile business, so she left with the gold after selling the business. She traveled, learning from various sources of how to take care of herself. Learning to be prepared with various weapons, mostly with her scimitar and the eastern weapons called kunai. But when Alayi began to run out of money, she heard of the opening of tombs in Osirion. Excitedly, she booked passage to Osirion and found out that Wati is the place to be. Ready, and prepared, she is ready to delve tombs and get rich.

Alayi Ah'Mheed Stats:

Female ifrit swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Race Guide 126)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +1, Ref +5, Will +1
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee kunai +4 (1d4+2) or
. . scimitar +3 (1d6+2/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks deeds (derring-do, opportune parry and riposte), panache (3)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—burning hands (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 16
Feats Toughness
Traits life of toil, trap finder
Skills Acrobatics +0 (-4 to jump), Disable Device +5, Knowledge (local) +4, Linguistics +1, Perception +5, Perform (dance) +7
Languages Common, Ignan, Kelish
SQ fire in the blood, swashbuckler finesse
Other Gear studded leather, buckler, arrows (20), blunt arrows (20), kunai (3), scimitar, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 27 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
--------------------
Start Gold 150
Bought
Swashbuckler's Kit 9 Gold
Thieve's Tools 30 Gold
Studded Leather Armor 25 Gold
Buckler 5 Gold
Scimitar 15 Gold
3 Kunai 6 Gold
Shortbow 30 Gold
20 Arrows 1 Gold
20 Blunt Arrows 2 Gold

Edit: Wrong alias. >.<
Edit Edit: I hope this is likeable. Also being this is my first AP and PBP, I hope people patient with me. Also I wish I did not have too much free time, but I do.


Alayi Ah'Mheed wrote:
SCKnightHero1 wrote:
Alayi Ah'Mheed wrote:

Here's Alayi! I am ready to go into some tombs and get rich! Oh! And of course respect the dead. I mean who wants to wake a mummy or something like that.

EDIT: And I have included stats on Alayi's profile page.

Wow! Interesting character! I like her!

Thanks! I like it when people praise me!~

Anyway, what follows is her appearance, personality, background, and stats ready for viewing.

Alayi's Appearance
A Young looking girl with light reddish skin, black hair, and red eyes, wearing a somewhat Qadiran looking Explorer's Outfit. She has a Scimitar on her waist, three Kunai on her belt, and a Shortbow with two quivers of arrows on her back.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

You're welcome! Also sent you a pm and good luck!


@Alayi Indeed, I enjoy the exotic characters myself. I was originally thinking about making an Oread for this campaign, something of man who looked like he was removed from the very pyramids themselves going with the Resurrection campaign trait...but I didn't see a skill monkey thrown in yet and I've wanted to make a dual wielding kukri character for a while so I made a human. (Bleh, never much care for humans but I had an idea for one for once.)

If allowed multiple submissions then I will be eager to try again with the Oread as a Warpriest of Sekhmet or a Catfolk Warpriest of Bastet.


Vincent Fleming wrote:

@Alayi Indeed, I enjoy the exotic characters myself. I was originally thinking about making an Oread for this campaign, something of man who looked like he was removed from the very pyramids themselves going with the Resurrection campaign trait...but I didn't see a skill monkey thrown in yet and I've wanted to make a dual wielding kukri character for a while so I made a human. (Bleh, never much care for humans but I had an idea for one for once.)

If allowed multiple submissions then I will be eager to try again with the Oread as a Warpriest of Sekhmet or a Catfolk Warpriest of Bastet.

Honestly, the reason I wanted to make Alayi is that I wanted to make an ifrit, and swashbucker fits her rather well due to her personality. In her background she sneaks out during the night to see the sights, and also do other things. Thats why I gave her the Trap Finder trait. And of course being brash and wanting to get money.

Edit: Ah, yes, another reason for her is she was born in Katheer, Qadira. Where more of the elemental races exist due to genies that are "bound" there.


I could see Alayi and Dro'ka getting along very very well ^^. He is quite the mischief maker himself.


Alayi Ah'Mheed wrote:
Vincent Fleming wrote:

@Alayi Indeed, I enjoy the exotic characters myself. I was originally thinking about making an Oread for this campaign, something of man who looked like he was removed from the very pyramids themselves going with the Resurrection campaign trait...but I didn't see a skill monkey thrown in yet and I've wanted to make a dual wielding kukri character for a while so I made a human. (Bleh, never much care for humans but I had an idea for one for once.)

If allowed multiple submissions then I will be eager to try again with the Oread as a Warpriest of Sekhmet or a Catfolk Warpriest of Bastet.

Honestly, the reason I wanted to make Alayi is that I wanted to make an ifrit, and swashbucker fits her rather well due to her personality. In her background she sneaks out during the night to see the sights, and also do other things. Thats why I gave her the Trap Finder trait. And of course being brash and wanting to get money.

Edit: Ah, yes, another reason for her is she was born in Katheer, Qadira. Where more of the elemental races exist due to genies that are "bound" there.

I can see Alayi catching Khere's eye as he has a weakness for exotic and foreign women (that includes women who aren't from Wati so a certain undine cleric of Wadjet would catch his eye too). Lol

El Ronza wrote:

Alright, question time. I have an Undine cleric of Wadjet who'd be pretty much ready to go, but... I was struck with inspiration. Would you be likely to allow an Akashic class from Dreamscarred Press? A vizier could be an interesting thematic fit...

But, if you say no, I'll accept it graciously and just leave my cleric there. I'm not committed to the idea, it was just a thought that stuck me!

Interesting character and good luck!

I like geniekin as well as the other planetouched races.


Interested for sure!


Hey Olmek! I'm working on a ratfolk swashbuckler for your consideration. He'd fill the role traditionally covered by a rogue.


Bob Evil here, throwing my hat in with Takhet Anenshep, a halfling serpentine-blooded sorcerer looking to make his fortune.

Statistics:
Takhet Anenshep
Male Halfling Sorcerer 1
NG Small Humanoid (Halfling)
Init +3; Senses Perception +2
------------------------------
DEFENSE
------------------------------
AC 14, touch 14, flat-footed 11 (+0 armor, +3 dex, +0 shield, +1 size)
hp 11 (1d6+5)
Fort +3, Ref +4, Will +3; (+1 trait bonus vs. divine magic, +2 vs fear)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee dagger +0 (1d3-1/19-20) or
longspear +0 (1d6-1/×3) or
unarmed strike +0 (1d2-1 nonlethal)

Ranged sling +4 (1d3-1)

Special Attacks serpent's fangs
------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 11
Traits affable, devotee of the old gods (Knowledge [religion])
Feats Eschew Materials, Toughness
Skills (3 points; 2 class, 0 INT, 1 Favored Class)
ACP -3
(0) Acrobatics* +5
(0) Appraise +0
(0) Bluff +4
(0) Climb* +1
(1) Diplomacy +8
(0) Disguise +4
(0) Escape Artist* +3
(0) Fly* +5
(0) Heal +0
(0) Intimidate +4
(1) Knowledge (Local) +4
(1) Linguistics +1
(0) Perception +2
(0) Ride* +3
(0) Sense Motive +0
(0) Stealth* +7
(0) Survival +0
(0) Swim* -1

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Acrobatics (racial)
+2 Climb (racial)
+2 Diplomacy to gather information, can do so in half the time (trait)
+1 Knowledge (History) (trait)
+1 Knowledge (Religion) (trait)
+2 Perception (racial)
+4 Stealth (size)

Languages Common, Halfling, Osiriani

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Affable [trait] You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Devotee of the Old Gods (Knowledge [religion]) (trait) You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods grants you a +1 trait bonus on saving throws against divine magic.

Eschew Materials [feat] Cast spells without materials, if component cost is 1 gp or less.

Fearless [racial] +2 racial bonus vs Fear saves.

Halfling Luck [racial] +1 bonus to all saving throws.

Halfling Weapon Familiarity [racial] Proficient with slings, and treat all weapons with "halfing" in the name as martial weapons.

Keen Senses [racial] +2 racial bonus to Perception skill checks.

Serpent's Fang + Poison (1 CON, 7 rounds/day, DC 12) (Ex) [class] Bite attack deals 1d4 damage + Poison (Bite-injury; DC 12; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save)

Serpentine [class] Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.

Sure-Footed [racial] +2 racial bonus to Acrobatics and Climb skill checks.

Toughness [feat] You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Spells:

------------------------------
Spells
------------------------------
(CL 1st, Concentration +5)

0th (at will) acid splash
detect magic
light
read magic

1st (4/day) charm person (DC 15)
mage armor

Bloodline Serpentine

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-19.5 lb. Medium 19.5-39.75 lb. Heavy 39.75-60 lb.
Current Load Carried 31 lb.

Money 53 GP 8 SP 0 CP (1.24 lb.)
Dagger (2gp) (1 lb.)
Longspear (5 gp) (4.5 lb.)
Sling (0gp) (0 lb.)
-Sling Bullets x20 (2sp) (0.25 lb.)
Backpack (*) (0.5)
Bedroll (*) (1.25 lb.)
Belt Pouch (*) (0.125 lb.)
Flint and Steel (*) (0 lb.)
Holy Symbol of Khepri, Wooden (1gp) (0 lb.)
Mess Kit (*) (1 lb.)
Pot (*) (4 lb.)
Soap (*) (0.5 lb.)
Torch x10 (*) (1 lb.)
Trail Rations x5 (*) (0.25 lb.)
Waterskin (*) (1 lb.)

*Purchased as Sorcerer's Kit (8gp) (32 lb.)

Background:
The halfling Takhet Anenshep was born to a family of field laborers just outside the boundaries of urban Sothis, themselves the descendents of slaves who earned their freedom through decades of faithful service. Combined with his family's long-standing veneration of the ancient god of peasants and laborers, Khepri, it is little wonder the virtue of an honest day's work was drilled into Takhet from a young age, despite the boy's natural inclination to shirk his responsibilities in favor of relaxing.

The one thing going for him was that Takhet possessed a preternatural gift of gab; he could talk his way into or out of nearly any situation, and his persuasiveness was such that people who started out angry with him often ended up seeing things his way by the end of a conversation, even if they weren't sure why. This ability was eventually revealed to be mystical in nature when a bullete erupted from the fields one afternoon and went on a rampage; scared out of his mind, Takhet started nervously but politely asking the land-shark to go away, and to the amazement of the stunned onlookers, the beast immediately did so!

After a few years of trial and error, the halfling learned to harness the magical potential in his blood and decided to make the most of it. He talked his way onto a caravan headed for Sothis proper and has been seeking to make a name for himself ever since. Upon hearing of the latest lottery for rights to plunder the great Necropolis, Takhet traveled to Wati, looking to join a team of adventurers in yet another bid for fortune.

Appearance and Personality:
Takhet stands at a mere 2' 11" and a 33lb., but years of labor in the hot sun have given him a physique of lean muscle and dusky tanned skin. The hair on his head and the tops of his feet is colored dark brown, and his eyes are brownish-gold. He tends to keep his chest and legs bare save for a white linen kilt and a and a scarab amulet representing the god Khepri (wooden, but painted a striking shade of metallic green).

Tahket is friendly to a fault and goes out of his way to make friends with everyone, but he is not above bending the truth when it suits his purposes. In his experience, good relations make for good avenues of opportunity when need arises, and although he would never knowingly place a friend in harms way, bumming a favor or a free meal or a place to sleep are just some of the things that friends do for one another. His devotion to Khepri is sincere, however, and despite his laid-back attitude he will always do any work that he's agreed to do to the best of his ability and with minimal complaint.


And here is Lethaleen, unwilling Oracle of the Dark Tapestry, searching for answers.
I will make an alias if selected.

Crunch:
Lethaleen – Half-Elven Black-Blooded Oracle of the Dark Tapestry -1
Stats Str -1 4. Dex – 14. Con – 13. Int – 7. Wis – 10. Cha – 19
Init +4. [Saves] Fort +1; Ref +2; Will +2(+4 vs Enchantment)
BAB +0. CMB +2. CMD 14. AC 15 Touch 12 Flat-Footed 13
HP: 9.
Languages: Elven; Osiriani;
Skills
Acrobatics: 2 (+2 Dex -4 Curse)
Appraise: -2 (-2 Int)
Bluff: 4 (+4 Cha)
Climb:2 (+2 Str)
Craft: -2 (-2 Int)
Diplomacy: 8 (1 point +3 Class Skill + 4 Cha)
Disable Device: -2 (+2 Dex -4 Curse )
Disguise: 4 (+4 Cha)
Escape Artist: -2 (+2 Dex -4 Curse)
Fly: -2 (+2 Dex -4 Curse)
Handle Animal: 4 (+4 Cha)
Heal: 0
Intimidate: 4 (+3 Class Skill + 4 Cha)
Knowledge Arcana: -2 (-2 Int)
Knowledge Dungeoneering: -2 (-2 Int)
Knowledge Engineering: -2 (-2 Int)
Knowledge Geography: -2 (-2 Int)
Knowledge History: -2 (-2 Int)
Knowledge Local: -2 (-2 Int)
Knowledge Nature: -2 (-2 Int)
Knowledge Nobility: -1 (-1 Int)
Knowledge Planes: -1 (-1 Int)
Knowledge Religion: 2 (1 point +3 Class -2 Int)
Linguistics: -2 (-2 Int)
Perception: 3 (1 point + 2 Keen Senses )
Perform: 4 (+4 Cha)
Profession: 0
Ride: 2 (+2 Dex -4 Curse)
Sense Motive: 0
Sleight of Hand: 2 (+2 Dex)
Spellcraft: -2 (-2 Int)
Stealth: -2 (+2 Dex -4 Curse)
Survival:0
Swim: +2 (+2 Str)
Use Magic Device: 4 (+4 Cha)
Feats
Exotic Weapon Proficiency: Elven Curve Blade
Extra Revelation
Traits: Elven Reflexes; Resurrected
Special Abilities
Racial: Low-Light Vision; Keen Senses; Elven Immunities; Ancestral Arms; Multietalented
Curse of the Black Blood: I am immune to the effects (both beneficial and destructive) of black blood. I have Negative Energy affinity and a –4 penalty on all Dexterity-based skill checks. At 5th level, I gain cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level.
Revalations:
Pierce the Veil: Darkvision 60ft. at Level 11 gain See in Darkness
Black Blood Spray: As an immediate action whenever I take piercing or slashing damage, I can cause some of my black blood to spray from the wound to strike any adjacent target. I make a melee touch attack to hit the target dealing deals 1d8 points of cold damage + 1 point per 2 oracle levels she possesses. She can use this ability a number of times per day equal to 1/2 her oracle level (minimum 1/day). (if I’m attacking the creature that caused the wound, I gain a +4 circumstance bonus on my attack roll).
Spells
Level 0 DC 15: Detect Magic; Read Magic; Stabilize; Guidance.
Level 1 DC 16 4/day: Inflict Light Wounds; Cure Light Wounds; Liberating Command.
Gear:$0 GP; Studded Leather; Elven Curve Blade; Scholar's outfit.

Appearance and Personality:
Lethaleen is tall and thin, with pale skin and dark hair, which he allows to get a bit shaggy. His pointed ears betray his elven heritage, but his most remarkable feature is his eyes; they are utterly black, with no hint of other color to be found, and give people who look into them the unsettling feeling that they are windows into an infinite void. Lethaleen prefers to wear simple and functional cloths, such as scholar’s robes; while he appreciates fine things, he dislikes ostentations displays of wealth and power.
Lethaleen tends to be quiet and reserved around people he doesn’t know, though once he opens up he is extremely charming. He tries to be cautious, knowing from personal expiriance what can happen when you act without thinking, although sometimes his natural impulsiveness and impatience take over. He wants to understand what happened to him on the fateful night when he gained his powers, and help as many people as he can along the way.[/Spoiler}
[Spoiler=Backstory]Lethaleen grew up in the city of Sothis, his parents were moderately successful merchants, a fact that he tried his hardest to forget; Lethaleen was bored of his simple city life and the mundane future of entering his family business, like his parents wanted him to, he dreamed of adventure and excitement, of entering the tombs of the ancients and emerging with untold riches.
Unfortunately for him, he was to get his wish. On the eve of his 26th birthday, he and his family were abducted by cultists to be sacrificed in a dark ritual; he couldn’t see, one by one he heard his parents and the other unfortunates die beneath the cultist’s daggers, then it was his turn however, when the dagger pierced his heart, Something Took Notice; when he awoke, Lethaleen found that the cultists had all been killed, and that he was irrevocably altered. His blood was filled with an unshakeable chill, and his eyes could pierce the deepest darkness; and now when he slept his dreams were no longer hopeful, but instead, filled with eldritch whispers, and the fell light of unknown stars. Desperate for answers he sought knowledge in the great libraries of Sothis, there he found hits of a connection between his dreams and the pharaohs of old, so Lethaleen resolved to travel to Wati, and take part in the lottery, hoping to uncover more answers; or, failing that, to find something that he could sell to further his research.

Are we allowed to use the Variant Multiclass system from unchained? if so, I would like to do that with Sorcerer(Starsoul bloodline). If not, that's fine too.


So many questions. :)

El Ronza wrote:

Alright, question time. I have an Undine cleric of Wadjet who'd be pretty much ready to go, but... I was struck with inspiration. Would you be likely to allow an Akashic class from Dreamscarred Press? A vizier could be an interesting thematic fit...

But, if you say no, I'll accept it graciously and just leave my cleric there. I'm not committed to the idea, it was just a thought that stuck me!

I'm allowing two submissions per person, so if you want to write it up, go ahead. :)

Darkness Rising wrote:

Dotting, with a couple questions:

1) Are you allowing starting stats above 18? Or is 18 the maximum?

2) Are Ancient Osirian, Osirian, and Common three separate languages? Or are Common/Osirian the same thing?

Thanks - I'll have a character up in the next couple of days.

1) You can go above 18.

2) They are three separate languages. I believe Common is actually Taldan and Osirian and Ancient Osirian are similar enough to hold a conversation with some difficulty, but the written languages are very different.

Alistair Cooper wrote:
what are the gun rules being used?

I'm using Emerging Guns for the game.

SCHeroKnight1 wrote:
Can we use drawbacks to get an additional trait?

Yes.

DoubleGold wrote:

are you okay with someone who DMed Mummy's Mask from start to finish, or would that bother you?

Any chance for PFS credit for this?

I don't have a problem with campaign knowledge, as long as the meta-gaming is kept to a minimum.

I'm planning on running this as a PFS game, no.

Vincent Fleming wrote:
If allowed multiple submissions then I will be eager to try again with the Oread as a Warpriest of Sekhmet or a Catfolk Warpriest of Bastet.

I'm allowing two submissions per person.

Nathan Monson wrote:
Are we allowed to use the Variant Multiclass system from unchained? if so, I would like to do that with Sorcerer(Starsoul bloodline). If not, that's fine too.

So many Unchained questions. I need to buy that book. :) I don't know anything about that particular rule, so for now I'll say no.

Here is a list of submitted characters and ideas:

Fighter

Unnamed paladin - Ash
Alayi Ah'Meed - Spencer Ramirez
Vidic Votev - Jim Cirillo
Khere - SCKnightHero1
Noonan - MannyGoblin

Cleric

Satati of the Reeds - El Ronza
Ankh, Bearer of Judgement - Doomed Hero
Unnamed human Speaker of the Past shaman - cartmanbeck
Morgrym Stonereaper - Mokshai
Salama Bint Sallah Al Rashid - Samy
Lethaleen - Nathan Monson

Wizard

Unnamed human conjuration-specialized sorcerer - Papa-DRB
Takhet Anenshep - Bob Evil

Thief

Unnamed archaeologist bard - Ash
Amyrtaeus - Pahlok
Rasaad Faruhn - wicked_raygun
Alistair Cooper - Edward Sobel
Dro'ka Zahil - Vincent Fleming
Unnamed ratfolk swashbuckler - markofbane


I really don't consider a warpriest as a cleric. They can heal, but it isn't their forte. :)


Mokshai wrote:

I really don't consider a warpriest as a cleric. They can heal, but it isn't their forte. :)

It's just a convenient way for me to divide character concepts. I know that the hybrid classes blur that, but it's easiest for me to lump all of the 'divine' characters together.

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