Mummy's Mask - Awaken My Players!


Recruitment


So I'm looking for 2 more players for Mummy's Mask AP. I plan on running it over on roll20 but this message board doesn't seem to say if I can recruit for another site or not so...

Anyway yeah looking for 2 extra players. Currently we have a Cleric and a Warpriest so we could use basically anything to help. Team is going to be Good aligned so keep that in mind before applying. More info can be asked for here or through PM.


Pathfinder Adventure Path, Rulebook Subscriber

What kind of timeframe are you looking for? How often are you running it/what times?


I'm interested!


As am I.


I'm very interested in this. How far into the adventure are you? With a Warpriest and a Cleric, what gods are they devoted to? Nethys, by any chance? I've been itching to play a Magus, and the idea of an ecclesiastical group of Nethys' faithful could be a lot of fun.


I'd be interested. Are you planning on running over there at a certain time or as play by post?


I'm interested, what exactly are the character creation rules?


Paizo kinda derped on me. At least the messageboards, I wasn't getting pings from this topic. Anyway!

---Update Info---
So first the team has picked up a Slayer. So the team stands at Slayer, Warpriest(Ra worshiper) and Cleric(Ma'at).

Slayer - TWF and Skill expert by the sound of it
Warpriest - Unsure, Tank warmage?
Cleric - Channeler Full caster, Archetype Blossoming Light

Things the team could use - Full fledged Frontliner, Arcane, extra support skills, Ranged damage(Unsure of what Warpriest will go), and Face skills(Unsure how well Cleric will be)

We have yet to start so we will be working off book 1. I'll try to keep to the story but will allow some wiggle room. Not on rails but... maybe "Training wheels" style?

Most of us seem to be in CST or EST zones, and we are looking to run Mondays. For how long I'm unsure. I would however like to run once a week and depending on how things go, could move it to Fridays for some days(2 players in another game, unsure how much longer that will go)

Now for some character creation rules;
-20 Point buy
-15 RP Races(So Tiefling and Aasimar but nothing too weird or wacky)
-I would prefer no stat lower than 8 and no stat Higher than 18. Even taking into account racial bonuses.
- Max HP to start, 2 rolls on level up take best
- Max starting gold
- Two Traits. One is a given, the second one well debating on asking for it to be a Campaign Trait or just a second trait of your choosing.
- Unless you have your A game, no Summoners. Even then might be restricted.
- Considering looking at "Feat Tax" fixes. Will talk with players.
- Background skills are included
- Possible use of Stamina rules for Fighters/Martials
- Background; Include or base around, Why did your character come to Osirion? Gold, fame, stories, etc.

I'm looking for 1 more player but might be able to take another. I will not DM for a group of more than 5, starts to get messy past that number. We're a pretty lax group, kinda nerdy but not too much. At least 3 of us know of Jojo's Bizarre Adventure, hence the title name. Silly stuff like that will happen but it's not the main drive. RP is encouraged, don't go full murder hobo. Game will be mostly if not entirely text based due to request of players and myself.

Start date is up in the air but I'll probably start making picks by the end of the upcoming weekend.

Final bit - For ease of contact, I'm here - MerlinCross #7030 on Discord.


Pathfinder Adventure Path, Rulebook Subscriber

What time and how long are you looking at those days? I suspect my work schedule won't allow me to be available but it kind of depends on the time element.


Drogeney wrote:
What time and how long are you looking at those days? I suspect my work schedule won't allow me to be available but it kind of depends on the time element.

Unsure. Evenings most likely. I'd say maybe 7 CST as a starting point. Maybe 6? I'll have to chat with player for a good start time. Personally I'd like to maybe get 2-4 hours in depending on when we start and when people have to stop.


Pathfinder Adventure Path, Rulebook Subscriber

Yeah, likely would leave me out as I don't get home til about 9est.

Dark Archive

I have an Enchanter who could work as both arcane and a face, plus helping to fence artifacts.

Drin Sholm
Male Wizard 1 (Enchanter)
CN Medium Humanoid (Half-Orc)
Init +1; Perception +2
Str:14 Dex:9 Con:12 Int:18 Wis: 12 Cha:12
Languages: Ancient Osiriani, Common, Draconic, Giant, Gnoll, Goblin, Orc
--------------------
Defense
--------------------
AC: 11 Touch: 9 Flat: 11
HP 8/8 (6 class, 1 con, 1 favored class)
Fort +1 (+0 base, +1 stat), Ref -1 (base +0, stat -1), Will +3 (base +2, +1 stat)
CMD: 11 (10+ BAB 0+ Str 2 + Dex -1)
--------------------
Offense
--------------------
Base Atk +0
CMB: 2 (BAB 0 + Str 2)
Speed 30 ft.
Melee
Falchion, +2, 2d4+2 x2(18-20)
Dagger, +2, d4+2 x2(19-20)

Equipment:

Falchion
Dagger
Leather Armor
33 GP

Traits:

Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Foreign Opportunist: You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics for 60% of their listed price, rather than the normal 50% value. What is considered an ancient relic is left to the GM’s discretion.

Race Abilities:

Attribute and Skill bonuses +2 racial bonus to one ability (Int), +2 Intimidate
Darkvision: You can see in the dark up to 60 feet.
Orc Ferocity: Once per day, when you are brought below 0 hit points but not killed, you can fight on for 1 more round as if disabled. At the end of yournext turn, unless brought above 0 hit points, you immediately fall unconscious and begin dying.
Weapon Proficiency: You are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Class/Archetype Abilities:

Arcane Bond (Ex), Prize: Raven Familiar: Grants you +3 on Appraise checks. Speaks Orc as a supernatural ability.
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Feats:

Scribe Scroll (Item Creation): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Skills:

6 ranks per level (2 base + Int bonus)
Adventuring Skills
Bluff: 4/7
Diplomacy: 4/7
Intimidate: 3
Knowledge(Arcane): 8
Perception: 2
Spellcraft: 8
Use Magic Device: 2
Background Skills
Appraise: 13
Linguistics: 8

Spells Known:

0th(at-will, 3/day): All Wizard spells except for Divination and Transmutation schools
1st(3 learned: 2 base +1 stat, 2/day):
Charm Person, Hypnotism, Sleep

Biography:

Drin Sholm grew up near Freedom Town, one of many half-orcs sired by Huld, the disgraced former chieftain of the Burning Sun tribe. Lacking the strength and ferocity of his siblings, Drin's father soon drove him out. Supporting himself through scavenging, Drin was ensorcelled by the hermit Adaur while helping himself to some of the enchanter's belongings. Seeing that the young half-orc meant him no harm, and in need of physical assistance in his old age, Adaur took the boy on as an apprentice in exchange for labor and hauling his magical wares to market. Drin learned the value of victory through wits and dominating the mind of his opponents. Orcs, he saw, were especially vulnerable to his new abilities.
For reasons known only to the sage himself, Adaur never taught Drin many of the powers known to other wizards, such using magic to read scrolls and detect spells, or how to manipulate objects at a distance. Drin becomes defensive and irritated when anyone mentions these shortcomings in his training.
Adaur has recently passed on, and Drin has plans. He must learn more and increase his powers before returning home to his siblings and father. Then he will show them that there are more powerful forces in Golarian than mere muscle. Finally, he will complete Huld's shame by conquering the tribe that ousted him.
Drin has heard rumors of the recent excavations in Osirion. Since Adaur dealt in the occasional Osiriani relic and taught Drin to decipher their ancient texts, he is well-positioned to capitalize on the new market. Perhaps those ruins hold secrets Drin can use to achieve the vengeance he has sought since his childhood.


@Drin

I'd worry how well you character would stack up given the enemies. While humanoid is listed, the Players guide also lists; Magical Beasts, Constructs, Outsiders, and Undead. Most which are immune to Enchantment or could have proper saves.

While it's a good character, I suggest changing the focus for Mummy's Mask.

Dark Archive

@MerlinCross

I had assumed he would eventually branch out in the kinds of spells he used once he saw the limitations of a focus on Enchantment. He could start that earlier. As a specialist with his intelligence bonus, he starts out casting three first-level spells per day. Only one of those is required to be Enchantment. Would this character work if he chose some spells more useful against the kinds of enemies encountered in this AP?


@Drin

That would probably be for the best should you get accepted.

On that note, people who are still interested, We are leaning/considering a 5th player. If things work out next week we'll have a Session 0. We are looking to play on Mondays, starting around 6 PM CST.

The Set team is - Warpriest, Cleric, Slayer, and Fighter.

Grand Lodge

Looks like everything is covered except arcane and face. I might submit an archaeologist or a sorcerer. Speaking of Roll20, are we doing this by text?


Yas392 wrote:
Looks like everything is covered except arcane and face. I might submit an archaeologist or a sorcerer. Speaking of Roll20, are we doing this by text?

It will done with text but it will be real time. Not play buy post, though I've plans to set up a small place to have in character chat/throughts/reflections/etc when not in game.

I did not realize this was mainly for a Play by Post recruitment until after I made my post.

But yes we have 3 Frontline, or at least 2 and a helper, and 2 divine casters. Arcane, Face, or simple ranged damage would help round the team out

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