
SteelGuts |
2 people marked this as a favorite. |

Here it comes, my first adventure as a DM on PbP! I swear to you to do my best to make the adventure entertaining, and to at least DM the first volume of the AP, which is kind of a stand alone adventure. If the experience is sucessful for me and you we will continue! We will use Roll 20 for the maps, arts, and treasure keeping.
All you need is a free account. As it is my first campaign as a PbP DM, and because English is not my first linguage, I expect of you to point out any mistake I make and forgive me for my lack of vocabulary sometimes. It will be a tough challenge for me and I see this as an opportunity to improve myself.
I would like to have four players, two veterans of the PbP which can give me advices and two new players just like myself, because we all need to start somewhere. I expect at least one post each day, and more if you can. I will try my best do to the same. Sometimes I will make a few rolls for you to make the story move quicker or if some secrecy is needed. Of course if you can't post for a long period of time just warn me before. Read the Mummy's Mask Player Guide, it contains usefull informations for what you will encounter, as a little bit of lore. Try to roleplay as much as you can, as this game will not be just about rolls.
Recruitment will be close at the end of next week. You don't need to create an alias for now.
I would like for each submission a description of your character background and behavior, why you are in Wati risking your life exploring dangerous tombs, and your experience with Pathfinder and PbP.
Characters Creation Guidelines:
- All Paizo Pathfinder is ok. No 3rd Party stuff.
- 25 Points Buy. Minimum 10 and maximum 18 before racial adjustments.
- Core Races are prefered. Other races are okay too, but I will select only one exotic race. Don't forget to specify an ethnicity if you are human.
- Rogues, Barbarians and Summoners are Unchained. For Monks do as you prefer. For Barbarians and Rogues unchained, you can use Archetypes from the core classes.
- I warn you about pet classes or monsters summoners, as a lot of the action take places in small rooms whe you will be crowded. I will only select one character maximum that have that kind of ability.
- No more than one archetype per class. You will be able to only multiclass in one other class.
- Power Attack, Combat Expertise and Deadly Aim are free for all, even if you don't have the prerequisites. My monsters will have them too. Think of them as way of attacking rather than feats.
- Two traits including one from the Player Guide. You can tweak the roleplay of the trait a little bit if you want.
- No magical crafting. If you have a feat or ability that uses that, we will find you another feat.
- Starting Gold: 200 gp.
Houserules:
- Magic Items will be much more expensive, rare and powerful, including consumables. Anyone can use them without Use Magic Device or tests. They scale like staves, using your spellcasting ability or your higher mental stat. A lot of them will be custom items, with strong effects. No magical crafting of any kind. I will make a list of what you can find in the city, and for what prices.
- I will use the Automatic Progression System from the Pathfinder Unchained. You can find the rules on Pathfinder SRD or Archyves of Nethys.
- I will not use XP but story progression.
- You can expect a lot of roleplay opportunities that can improve or handicap your characters during the adventure. Like the tongue of a troll could increase a healing spell, a flaming spell could put you on fire, or a water spell cast near a river could be more powerful. An ancient papyrus could be the way to learn a new linguage, spell or weapon mastery, or your disrespect
for a God could have dire consequences. I will always try to improve the story with these opportunities, and if you have good or bad ideas, it will help me a lot.
- I will use the Fighter Weapons Groups for any kind of feat that deal with weapon like Weapon Focus, except for Weapon Finesse.
- Weapon Finesse add your Dexterity to dammage just like the feat Slashing Grace of Fencing Grace, with a one handed finesseable weapon. If you want dex to dammage for two weapons or for some class abilities, you will have to go Unchained Rogue or Agile weapon or things like that.
- There will be no kind of resurection. Once you are dead, you are dead, unless something incredible happen during the storytelling. And I would not expect that from an adventure for low levels.
- I don't care much about weight, unless your very low on strength, or the volume is important.
Final note: Mummy's Mask is tough, but you are powerful. Expect small areas, traps, undeads, constructs, mysteries, treasures, and I hope fun!

Ebron Rys |

Ebron Rys was built for a Book II Mummy's Mask replacement, but he was not selected. I need to readjust him to 1st level, but I really want to play him in this campaign.
EDIT: Everything should be updated now. Will need to add more equipment probably, but it will all be mundane. If the bonded item cannot be fully implemented, I will drop the archetype and go straight Arcanist.

Storyteller Shadow |

I am interested, I have a Barbarian/Rogue character that I can dust off, one of my favorites I've played on these boards. Here is the Profile. I would start him as a Barbarian and multiclass into Rogue so I'll need to bring him back to 1st level, will get to that this week prior to the deadline closing.
I would fill the slot of Veteran PbP having run at one time 30 games simultaneously, down to only 9 as a DM now due to a lack of time in RL and I only play in 4 at the moment. Always wanted to play in this AP.

Magicblast |

Dotting for interest - I have a concept brewing for a Archivist bard. I saw that another person has submitted a concept for a bard (archeologist). While the archetypes are pretty different, I don’t want to step on any toes. Do you suggest that I come up with a different concept or continue on with the Archivist?
Edit: Second Question, you’ve listed that weapon finesse will add Dex to damage for one handed weapons - does this include whips (whips are weird so I wanted to ask first).
Thanks for GMing this and goodluck to everyone!

natloz |

Dotting for interest. I'd be building an unchained rogue unchained monk multiclass for scouting, trap finding, and a mobile striker in combat.
As a player, I'm not as much a veteran as shadow but I've been around a while. I'm playing in one game and I run a 5th ed game as well.
I'll go download the players guide and have something up in a little while.

![]() |

Dotting.
Human Psychic (Controller/Mindtwister/Knowledge, no summons ever)
OR
Human Sorcerer (if there's a lot of undead, psychic can be not that good actually =))
OR
Kineticist (Striker/Ranged DPR), if we have a lot of casters already, not sure about race yet, just human maybe or dwarf
OR
can try Magus/Eldritch Archer, seems interesting
GM can choose what i will play, if accepted, i will start to work on character depth ;-D
I Have played one PbP game and DM'ed one, but i would say i'm a pretty new player.
1 year of PF and 5e offline at the club and online play at fantasy grounds.

natloz |

For my submission, I present Jabari El Mahdi.
Background: Jabari El Mahdi is a Keleshite raised in Wati as a Pharasman acolyte. He took the tenants of the Lady of Graves to heart but he also liked getting into trouble by being places he wasn't supposed to be. His tutors took his mischief and turned it into his talent. He honed his ability to move quickly and silently as well as being able to strike quickly. He also learned about the danger the undead may pose to the living not to mention the blasphemy it is to Pharasma. His training left him able to oppose multiple types of threats. During his adolescence, the Ruby Prince started his lottery to allow adventurers into the ancient tombs and burial sites. The church decided to send envoys with the different adventuring groups to keep informed of the goings on in the ancient tombs. The church hierarchy wanted to be informed in case the adventurers awakened an ancient curse or powerful creature that would have to be dealt with. In this goal, Jabari finds himself trying to connect with his new adventuring group.
Basic cruch: He is a Kellishite Human replacing "Skilled" racial trait with the "Heart of the Sun" racial trait. He'll be taking the Undead Crusader campaign trait. First level is Unchained monk. Second level is unchained rogue with the "Dark Lurker" archtype. His roll in the party would be part tank with a high AC and mobile striker along with a high perception and trap disarming and door unlocking skills.
His main goal is to help the adventurers progress through the tomb/dungeon and eliminate any undead they come across. If he comes back out with an artifact or two, all the better. The idea is that people are going to be going down there anyway, the church might as well have a presence there in case something goes wrong.

KnightOwl20 |

Definitely interested! I am thinking about playing a cleric of Horus with the devotee of the old gods trait. He would be primarily a healer/divine caster with a secondary melee combat role. I'm sure there are lots of undead in this adventure, so he would also specialize a bit in channeling.
As for me, I am definitely new to pbp. I have played in one other game on here, and it fell apart before we got to level two. I will provide a backstory and some more crunch details soon. Looking forward to this!

SteelGuts |

Alright there are already a lots of interesting ideas! So for the questions:
- Yes we will find a way to accomodate Bonded items and other abilities that give players a "magical items" during the course of the game. It will work as intended (giving a bonus spell), and you will have the opportunity to improve your item as the story goes forward.
- @Magicblast As you prefer. With only four players I will probably avoid to have two times the same class, even if there are indeed a lots of differences between an Archeologist and other Bards. Do as you prefer, the most important thing for me is having a character that you like and make sense within the group and the adventure. And yes I will accept Weapon Finesse on a whip.
- @Kira Mindcrusher I will suggest that you pick one concept and stick with it! And yes I dont think the adventure is Psychic friendly at all. A lots of monsters are immune to mental control. Sorcerer is a better idea if you want to go on a spellcaster.
I will keep a list of all the submissions, and you will have at least around next Friday night CET (or day for PDT if I am right?) to post your submissions so don't worry you have time.

Simeon |

Presenting Amenhep, warpriest of Ra, devotee of the old gods, and terrible singer!
Amenhep
Human (Garundi) warpriest of Ra 1 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4; +1 trait bonus vs. divine magic.
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +5 (1d8+6/×3)
Ranged sling +2 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks blessings 3/day (Nobility: inspiring word, Sun: blinding strike), sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor (2)
. . 0 (at will)—light, resistance, stabilize
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 13, Wis 14, Cha 9
Base Atk +0; CMB +4 (+6 trip); CMD 16 (18 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Improved Trip, Power Attack, Weapon Focus
Traits devotee of the old gods, empathic diplomat (qadira or osirion)
Skills Diplomacy +6, Knowledge (religion) +6, Perception +3, Sense Motive +6
Languages Ancient Osiriani, Common, Osiriani
Other Gear chain shirt, longspear, sling, sling bullets (20), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), iron holy symbol of Ra[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 74 gp, 8 sp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Weapon Focus (Spears) Choose one weapon group. You become better at using that type of weapon.
Amenhep was born in glorious Sothis, city of sandstone spires and ancient kings. Raised in the priesthood of Ra, he was trained as a warrior and a leader. He has a deep and abiding faith in Ra and believes it is his duty to defend the word of his god, by speech or spear. Though he can be brusque in demeanor, he is very balanced in his outlook on life, and views chaos as an obstacle to just rulership. Travelling companions may be unfortunately awakened by his tuneless chanting at sunrise during his devotions to Ra, for while Amenhep may have a golden heart, he has a tin ear.
Amenhep is most often dressed in a white kilt and chain shirt, as is typical garb for Osirian warriors. His spear is beautifully carved with a spearhead worked in the likeness of a falcon's head. His caramel skin is complimented by eyes the color of rich earth. His dark hair is worn in fine, straight braids ornamented with brass ringlets that tap together as he walks. He carries a woven sling at his hip and a dark metal holy symbol on a simple chain around his neck.
Returning from a pilgrimage to Xefon-Ra, he came to Wati having heard of the auction hoping to find a holy symbol more fitting for Ra than his current one. He has long carried a solar disk wrought of base iron, and has dreamed of one made out of the shining gold worthy of Ra. He arrived a few days beforehand and heard tales of an opportunity to explore the ancient crypts of Wati. He took to it eagerly, thinking he would either get together the money to buy a golden holy symbol or find an ancient symbol and allow it to bask in the holy sun once more.

Soraya Hezami |

I'm applying with Sefanit. She's a young scholar of Ancient Osirion and other ancient societies of Garund, and a talented linguist.
She also happens to be a Witch with the Medium archetype and the Spirits patron. She has found herself pressed into service by her mysterious patron sending wayward souls on to their final rest.
I'll need to do another read through to edit her character sheet but it's compete in her profile. Her backstory and other information is there as well.
Sefanit has started Mummy's Mask a couple of times, but both campaigns fell apart almost a soon as they began. I'd love to give the campaign another go with her.
I've been playing PbPs here for 3 years now. I've played in several, a couple of which are still running from when I first started them 3 years ago. I also DM one. I played PFS for a about 1.5 years before I switched to PbP.
Thanks for looking her over, and thanks for running a PbP. New games seem to be getting scarce lately.

Todoth Nankak |

Here's my submission for the adventure. Todoth is a half-orc Crypt Breaker Alchemist. She's fairly flexible for what role she'll play in the party. She can handle some front line work, ranged attacks and trap finding and disarming from the start. As we advance she'll probably specialize some, and could add buffing/utility as we go if that makes more sense than staying a selfish/alchemist buffer.
Todoth has done everything she can to prepare herself for what she might find here, and the exploration and discovery is her driving force. Anything she can learn of the past dynasties, and the sphinxes in particular will satisfy a yearning that she's never been able to properly explain to those about her. Sure she's a treasure hunter, but the greatest treasures she might find will be knowledge to fill in the gaps that her education has left blank.
Although she came to Wati alone, and prepared to brave crypts with no one at her side, she has quickly realized that to be taken seriously she needs to be working with an adventuring band. After some searching, she's found her fellow adventurers here, and is now prepared to enter the lottery for tombs to explore with high expectations.
I have some experience in PbP games and will by happy to provide any input that you're looking for, though I'm inclined to let the GM run the game they want to run rather than try to guide too much.
If you have any questions please do ask! Thanks for the opportunity to submit a character!

tom_thiessen |

I went in a completely different direction than my original idea.
You said you were willing to take a look at exotic races, so I built this...
--------
FN'AL ZA’TAR
Female Sasori UC Rogue 1
LN medium humanoid
Init +4; Senses Darkvision 60ft Perception +5
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +1 Nat, +1 Dodge)
hp 9
Fort +1, Ref +6, Will +1
Defensive Abilities: Carapace, Poisonous Blood, Poison Resistance
OFFENSE
Speed 30 ft.
Melee Dagger +4 (1d4+2 19-20)
Ranged Shortbow +4 (1d6)
STATISTICS
Str 14, Dex 18, Con 13, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats: Dodge (L1), Weapon Finesse (UC)
Traits: Dirty Fighter, Foreign Oppoetunist
Skills Acrobatics +11, Bluff +4, Climb +1, Diplomacy +4, Disable Device +7, Escape Artist +3, Kn (dungeoneering) +6, Kn (local) +6, Perception +5, Sense Motive +5, Sleight of Hand -1, Stealth +11, Use Magic Device +4
Languages: Common, Sasori, Dwarven, Goblin
SQ: Darkvision 60ft, Skulker, Vermin Affinity
Gear Dagger, Sap, Shortbow, Studded Leather, Arrows x20, cloak, backpack, a bedroll, a belt pouch,
caltrops, chalk x10, a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons x10, rope, soap, thieves’ tools, torches x10, trail rations
x5, waterskin, 31gp
Encumbrance 65 lbs
SPECIAL ABILITIES
Dirty Fighter: You gain a +1 trait bonus to damage rolls against opponents you are flanking.
Foreign Opportunist: Gain +2 bonus to Appraise checks.
Sneak Attack: If Fn'al can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the
rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can
count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), Fn’al can make a
sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals
lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Fn’al cannot sneak attack while
striking a creature with concealment.
Trapfinding: Fn’al adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Fn’al can use
Disable Device to disarm magic traps.
Background: Fn’al has stalwartly served her clan for some time in the capacity of information exchanger, but only recently has she been entrusted to go out on her own to render service. Trained in the arts of subterfuge and back alleys she has been busily relieving people of their information at dagger-point throughout Katapesh, followed shortly by their belongings, and then the contents of their abdominal cavities.
With the growing awareness of her presence, even if not her exact identity, and a steadily growing bounty on her head, plus the promise of new hidden knowledge tucked away in the odd corners of Osirion she has chosen to move on. She has come to realize that she will need to enlist the aid of others in surmounting the dangers protecting the knowledge and secrets of this kingdom.
Physical Description: At 5’4” Fn’al is on the small size for one of her people, a fact that has proven useful on more than one occasion. She regularly changes the symbols scrawled across her body to confuse those trying to pin down this elusive killer. Other than a nearly all-concealing cloak she wears and owns no clothing.

Kifly Blackclaw |

Here is Kifly, An Oracle Catfolk I'm building for this, so far I mostly have established her mystery/curse, and such.
I felt that Haunted might not fit exactly, and I may change my curse later because I feel it doesn't fit Bastet... Although I could always flavor it I suppose. I might choose Blurred Vision or Deaf instead.... Although I know alot of people believe Deaf isn't exactly the best curse for RP reasons :P
I have been playing Dungeons and dragons for quite some time, but I've only been playing PbP the last 6 years. And even then I'm mostly I person, o ly playing in 2-3 games here on Paizo at a time.

Rowan Ellis |

Submitting my cleric of Horus, Ramadi el-Zafir. I still need to purchase equipment and a few minor other things, but the important parts are done. He will be primarily a healer/buffer who can also fight in melee if needed.
My backstory is done, and I'm willing to make any changes needed to incorporate meeting up with the other characters and forming a group.
I have played pathfinder for about five years now, but I am new to pbp (this will hopefully be my first long-running game).
Also, are we using the background skills rules? It would help me get some more useful skills while maintaining the more flavorful ones.

spectrevk |

Description: Samira is a petite Keleshite woman with light, sand-colored eyes and long black hair tied into a braid that falls to the middle of her back. She is dressed for desert weather in light, gauzy fabrics and a scarf shading her face from the sun. A variety of small foreign knicknacks hang from her backpack.
Why is she in Wati? For the money. Samira spent her childhood using her abilities to assist in her parents' various scams. After some time spent traveling far from her home in Casmaron, she is eager to make some money for herself, and foolish enough to risk her life in the process.
Experience: I've played Pathfinder for years, and actually ran Mummy's Mask several years ago for a group. We made it through about 3 books, but I remember few if any details, and I have no intent of metagaming. I love the setting of Osirion and am really looking forward to playing if I get selected.
Human(Keleshite) Sorcerer (Djinni Bloodline) 1 (favored class bonus: +1 skill)
STR 10
DEX 16
CON 13
INT 12
WIS 10
CHA 18
Fort +3, Ref +3, Will +2
HP: 10
AC (with Mage Armor): 17, Flat 14, Touch 13
LANGUAGES
Kelish, Common, Osiriani
TRAITS
World Traveler (Diplomacy), Foreign Opportunist
SKILLS
Appraise (Int) (untrained) +3
Bluff (Cha) +8
Craft (Int)
Diplomacy (Cha) +9
Fly (Dex)
Intimidate (Cha)
Knowledge (arcana) (Int) +5
Knowledge (planes) (Int) +5
Profession (Wis)
Spellcraft (Int) +5
Use Magic Device (Cha)
FEATS
Toughness
Great Fortitude
SPELLS
0 (at will): Light, Ghost Sound (DC 14), Disrupt Undead, Acid Splash
1 (4/day): Mage Armor, Color Spray(DC 15)
SORCERER ABILITIES
Electricity Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
GEAR
3 Alchemist's Fire - 60gp
2 Potions of Cure Light Wounds - 100gp
Bandolier - 5sp
Quarterstaff - 0gp
Dagger - 2gp
Crowbar - 2gp
Sorcerer's Kit - 8gp
Silk Rope - 10gp
Grappling Hook - 1gp
Hot Weather Outfit - Included, default clothes
16gp, 5sp

Magicblast |

Lots of great submission here everyone! I am finally off work and have time to submit my character tomorrow, but before I do @Steelguys I have one more question for you before.
My character concept could work really well as a Vigilante - would that work for this campaign/you? I know some GMs can be iffy about Vigilantes.
Thanks again!

Juyan Al-Bitar |

Submitting Juyan, a Ranger with purely monetary reasons to explore tombs.
I've played done PBP for a bit more than a year now, so not really new but certainly not a veteran.
The character information should all be in the alias, but I'll also post it here too for convenience.
Juyan Al-Bitar
Male Human Ranger(Fortune Finder) 1
LN Medium Humanoid (Human)
Init +4; Senses Perception +6
------------------------------
DEFENSE
------------------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex, +0 shield)
hp 12(1d10+1+1)
Fort +3, Ref +6, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Boarding Axe +2 (1d6+1/x3) or Earth Breaker +2 (2d6+1/x3)
Ranged Longbow +5 (1d8/x3)
------------------------------
STATISTICS
------------------------------
Str 13, Dex 19, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
TraitsForeign Opportunist, Suspicious
Feats Point-Blank Shot, Precise Shot
Skills (8 points; 6 class, 1 INT, 1 Race) Appraise +7, Climb +6, Knowledge(Dungeoneering) +5, Knowledge(nature)+5, Perception+6, Sense Motive +7, Stealth+8, Survival +6
ACP -1
*ACP applies to these skills
Languages Common, Kelish, Elven
------------------------------
SPECIAL ABILITIES
------------------------------
Hinterlander(+½ lvl climb and swim)
Wild Empathy
Favored Enemy(Undead)+2
------------------------------
Spells
------------------------------
None
------------------------------
GEAR/POSSESSIONS
------------------------------
Longbow, Arrows(40), Blunt Arrows(20), Earth Breaker, Boarding Axe, Hide Shirt, two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs
Money 30 GP 0 SP 0 CP
Juyan, being the son of a merchant, knew one thing very well: money. What he failed to understand for most of his life was how to get it.
Juyan’s brother, Sardad, was set to inherit the family wealth from his birth, and it was unlikely Juyan was going to see even a copper of it, considering how Sarded tended to hoard his allowances even as a child. At the age of ten, Juyan decided with a full passion to find his fortune elsewhere, and stumbled into a childlike dream of adventuring, finding great treasures in all manner of crypts and dungeons.
If Juyan had considered that he had never met such an adventurer that managed to get such wealth and didn’t have it disappear in an instant, he perhaps would have shied away from this idea. But with a foolish determination and a severe lack of parental guidance, Juyan began to teach himself archery, spending most of what he owned on a cheap shortbow. When he managed to hit his target half the time, he decided to make a profit hunting rabbits and other small beasts.
When Juyan was fifteen, he decided to check out an old tomb he had heard was festering with a few undead, brimming with overconfidence. While Juyan did eventually get his hands on a long-dead man’s relics, it had taken him nearly a week as he found his arrows practically useless against even a single skeleton. After the event, Juyan vowed two things: to learn to fight such creatures better, and to buy plenty of arrows with duller and heavier heads. After he sold the relics, he decided one more thing - to estimate the risk versus the reward, as he had barely turned a profit from all the arrows he fired.
Four years later, Juyan was picking up his evening meal when he heard a rumor that, in a city called Wati in Osirion, soon several of the millennia-old tombs there would open. Juyan decided to dig up a bit more information, and finding the rumor to be true, estimated his odds. The tombs were to be assigned by lottery, and he also didn’t have anyone to help him. But, considering how many others would head to Wati on this rumor, Juyan decided it wouldn’t be hard to find others look for wealth, fame, or some other idealistic dream. Purchasing a ride on a ship to Osirion, Juyan left Qadria behind him, hoping to finally make his fortune.
Juyan is a stiff-looking Keleshite with long brown hair and an unkempt beard. He carries a bow, a large hammer, and a axe with a spike for climbing. His eyes are clear and focused, and he speaks sternly and with purpose.
Juyan has a craving for wealth, inherent in his blood. With this desire, he remains driven, hard-headed, and perhaps stubborn to a fault. One thing Juyan never really learned was how to be flexible, and thus his first instinct tends to be unshakable. The only thing that breaks Juyan’s serious mood is even the smallest dash of humor - with a simple sense, the dumbest of puns can send the Keleshite rolling with laughter.
Thanks for the opportunity, SteelGuts!

Magicblast |

Introducing local Wati native and Vigilante, Kathina River/ Lady Sehkemt. See below for my application:
(I felt insprired to write today, so I went ahead and submitted this Vigilante - if you hate Vigilantes let me know and I can submit a altered version of this character).
“But Jaddati, I don’t understand!” A barely adolescent Kathina River voiced to the wizened, yet imposing woman in front of her. “We are named after the river; I love living on our barge on our river. Why should we be ashamed of the river?”
“Quiet now, Kathina,” Her grandmother spoke with authority. “It is not the River – the fools in the “palace” may have forgotten, but we, the Gurandi, have and will always be people of the River. It is not the River that brings us shame. It is simply the way.”
Kathina quickly interjected, “But Jaddati!”
“Hush my sweet child, I grow tired. While your passions run wild as the Sphinx as she offers her lifegiving waters, you do not understand… Yet. It is our customs, our traditions, our history that binds us to these waters here and thus demands our place in life.”
And as she grew, Kathina began to understand her Grandmother’s words yet she remained indignant... conflicted… She understood that historically the poorest of Wati were regulated to Bargetown. She understood that Khemet III, as a Garundi, represented her people better than some foreign Kelesh Satrap. And sure, she understood that Wati stood to gain money from policies that opened the Half-Dead city to adventuring groups. But why do the citizens of Bargetown have to remain destitute and forgotten? Why have none of the newest crop of Ruby Princes’ policies uplifted or supported her family and neighbors? And why, so far, have none of the prosperity of the Half Dead city spread into Bargetown?
This conflict between traditional expectations and personal beliefs continued to fester within Kathina as she progressed through adolescence and into her young adulthood. Her grandmother, a symbolic yet de factor matriarch of the community, guided and supported both Kathina and the people of Bargetown as the women of the River family have always done– upholding the values of tradition, imparting the wisdom of both ancient and contemporary Osirion history and emitting positivity in the face of strife. Kathina, as her ancestors before her, was groomed to continue this tradition of leadership, and Kathina understood that. However, Kathina’s path, like the river Sphinx, was ever changing.
“But Jaddati, I don’t understand!” A confident, passionate Kathina voiced to the wizened, yet imposing woman in front of her. “Sister Esse is dying of Zombie Rot! You and I both know that they have a remedy in the Morning Sun at the temple of Abadar. We must take her to them and demand access to a cure, or take it for ourselves!”
“Quiet now, Kathina,” Her grandmother spoke with authority. “It is not our way – Sister Esse knew the risk of exploring the Half Dead city. Only a fool would go in. It is tradition. The people of the Morning Sun would pay us no mind, and that is how it has always been.”
Kathina quickly interjected, “But Jaddati!”
“Hush my sweet child, I grow ever tired. While your passions run wild as the Sphinx as she offers her lifegiving waters, you do not understand…”
But Kathina did understand, and she knew what path lay ahead of her. Her grandmother, her Jaddati, had told her stories of the ancient gods of Osirion. While They may be gone, their stories, their legacies ,their traditions remain, and in the tradition of Sekhmet, lady of both vengeance and healing, Kathina found her own legacy. Sekhmet, depicted as a lioness and a warrior, illuminated the duality within Kathina – a protector and a striker, the “Lady of Slaughter.” That very night using a combination of make-up and natural dyes collected from the river Sphinx, Kathina meticulously and dutifully molded the features on her face into the shape and likeness of a lioness - She, in essence, became the Lady Sekhmet, the personification of both her rejection and embracement of tradition.
Grabbing her trusty whip, the newly actualized Lady Sekhmet snuck out of Bargetown and into the Morning Sun daring tradition to stop her on her quest to find a cure for Sister Esse. She was shocked, however, when she found that the people in the Morning Sun, so accustomed to their place in Wati society and customs, had barely put thought into protecting their accumulated property. Lady Sekhmet found herself easily able to sneak into the storeroom at a Temple to Abadar and permanently borrow one of the stockpiled potions of remove disease. Sneaking back to Bargetown was also quite easy, Lady Sehkmet discovered, and within little time she was knocking on Sister Esse’s door with the cure.
However, as Sister Esse’s door began to creep open under Esse’s weakened state, Lady Sehkmet remembered who she… who Kathina was. Thrusting the potion into Sister Esse’s arms, Lady Sehkmet quickly turned and as she fled down the Barge and out of sight she called out “Lady Sehkmet heals when needed, strikes when needed and leads when needed.” As Sister Esse recovered and her strength grew, so too did the legacy of Lady Sekhmet grow. Some regarded her as a local hero, some regarded her a local troublemaker – but all were thankful for Sister Esse’s recovery. Since that night, six months ago, Kathina continues to don the make-up and garb of Lady Sekhmet to solve the problems within Bargetown using a combination of disregard for tradition and a desire to create her own destiny.
With the riches and privilege of the Half-Dead City being opened to adventuring groups, Kathina has opened her sights on finding a way to uplift the entire community of Bargetown through its forgotten secrets. Well, not Kathina, as her Jaddati always says, it is simply not our way. However, it is the way, and the legacy, for Lady Sekhmet.
As an avenger vigilante, Lady Sekhmet is a Full BAB striker – fulfilling the role of physical damage dealer for the party. As an expert in the art of the whip, Lady Sekhmet offers a tremendous range at which to deal damage. As her skill grows (through combat reflexes, increased range, bodyguard, dazzling display), she will be able to control and support large portions of the battlefield – an excellent flanking partner for any more unsavory type combatants. A combination of high dexterity, Constitution and armor, Lady Sehkmet will be able to take hits for her team and only a fool would try to leave her whips range to attack one of her teammates. Bravely heading into a new portion of the Half-Dead city, protecting her allies and controlling the room is all in a day’s work for Lady Sekhmet.
Out of combat, and as Kathina, she can offer the party a direct link to the city of Wati, the people of Wati and ancient Osirion history (Diplomacy, intimate, Local and history knowledge). As she grows as a vigilante, so too will Lady Sekhmet’s influence in Wati (Many guise, skill familiarity, ancestral enlightment). With a flexible number of skills and talents, there is almost no job that Kathina will be unable to perform for her group.
(I have a solid foundation for Lady Sekhmet’s build, however with so many options, I can make a large number of changes to best support and mesh with the party that Lady Sekhmet finds herself in. If a trap detector and eliminator is needed, Lady Sekhmet can take disable device and the trap-finding trait. If another party face emerges, Lady Sekhmet can shift some of her social skills into other areas – perhaps a wiser historian or better outdoorswoman. One of the things I have enjoyed about building Lady Sekhmet is how flexible the vigilante class can be. I look forward to seeing how she might fit in a party!)
Here is my build I am currently tweaking. Will finalize the build more if I am selected.
Kathina: For all intents and purposes, Kathina looks like your average Garundi, Bargetown pauper. She has a dark charcoal complexion that compliment her large ruby eyes. She wears her shoulder-length, black curls in shiny tight braids. She typically dresses modestly and tries to patch any holes in her worn clothing before they become too apparent. Her features are smooth and youthful, and almost everything about her body language indicates a docile and tame demeanor.
Lady Sehkmet: The rich tans and yellows of Lady Sekhmet’s make-up juxtapose beautifully with her dark, rich complexion. Her face a not so subtle representation of a strong, fierce lioness – brave and strong-willed. She wraps her braids tightly in a coil on her head – a glance from far away might have them mistaken for another whip. By wearing padded and heeled boots, Lady Sehkmet stands a couple of inches taller than Kathina. The very dominating and cocky body language adopted by Lady Sehkmet alone would lead people to disbelieve that Kathina and Lady Sehkmet are the same person.
Additionally, I am a 1st and 2nd grade elementary school teacher with experience teaching students who are English language learners. A large portion of my professional experience directly relates to teaching and supporting people as they master the English language. I reference this to say that I am super comfortable having a GM who does not have English as a first language and would be more than willing to work to positively and collaboratively build your English skill!
Thank you for your time and thank you for the consideration! And good luck to everyone who has submitted a character!

Ankh, Bearer of Judgement |

Ankh is an odd character, and might be real-life cursed. Three times I've submitted him to a Mummy's Mask recruitment. Three times he's been chosen. Three times the games have ended before getting through the first dungeon.
His oddity requires that he not start with the rest of the party. Instead, they'd discover him during their ruin raiding after the Ruby Prince's Auction. Since this is a pretty non-standard pitch for a character, I'll understand if you say no.
That said, if you're willing to take a risk on the Curse of Ankh, I'd love to try a fourth time.
Ankh's backstory is deeply tied to the overarching story of Mummy's Mask (the character doesn't know that, but you should as the GM). He's a bit of an Amnesiac Hero. Not because he's lost his memory, but because he simply hasn't ever experienced anything. The only things he knows of the world are from the stories told to him by the spirits of the tomb he's spent his life imprisoned in. Spirits are weird, and don't have the same priorities of importance that mortals do, so Ankh is a bit of an idiot savant. He can tell you all about the forgotten history of places lost to time, but he doesn't know how doorknobs work.
Mechanically, he's a pretty straightforward support caster. Expect lots of healing and buff spells. After a few levels, he'll be able to both control the undead and destroy them with equal talent.