An Amusing Group that had Died versus the Necromancer


Mummy's Mask

Liberty's Edge

I think I mentioned them in the Forums under those whom had died and those that died due to changes I made to the adventure.

:3 Thought I'd post the character builds, I thought they where pretty good (although the sorcerer was not exactly a sniper as the player had thought about, they where good at giving themselves protection)

Reprint- Total Party wipe with the battle of NEBTA-KHUFRE. Had him cast Disruptive Slow on the group. The hasted Zombies beat the casters of the group in the first few rounds, The warriors that failed the will save where treated as Staggered and didn't deal with the zombies very effectively with scorching rays and zombies hitting them, and no range attackers to take out the necromancer after the casters had been killed.

(all this from trading out Ray of Exhaustion for Slow)

Now to the builds, comments always welcome as well as questions.

Brute Fighter
N Male Human (Keleshite) Fighter 6
Init: +1, Senses: Perception +9
AC 19 Touch 11 Flat-Footed 18 (+1 DX, +8 AR)
HP: 70 (HD 6d10+30)
Fortitude +11 Reflex +5 Will +3
DA: Bravery +2
Melee: +1 Earth Breaker +13/+8 (2d6+10/x3 B)
or Power Attack/Vital Strike +1 Earth Breaker +11 (4d6+16/x3 B)
SA: Weapon Training (Hammers +1)
ST 18 DX 13 CN 16 IT 12 WS 8 CH 10
BA +6/+1 CMB +10 CMD 21
Feats
Great Fortitude, Weapon Focus{Earth Breaker}, Toughness
Power Attack, Endurance, Weapon Specialization {Earth Breaker}
Die Hard, Vital Strike
Skills
Intimidate +9, KS- Engineering +12, Perception +9 (+10 Secret Doors in Ancient Osirian Structures)
, Survival +8

Languages- Common, Gnoll, Kelish

SQ- Armor Training (EX)+1
Traits
Inquisitive Archaeologist: You have studied the
architectural styles of nations throughout the Inner Sea
region, but none have fascinated you like the architecture
of Ancient Osirion. Hearing that the famed necropolis of
Wati has finally been opened for exploration, you’ve come
to that city to get firsthand experience with the lost secrets
of Ancient Osirion’s master builders. You gain a +2 trait
bonus on Knowledge (engineering) checks, and that skill is
always a class skill for you. In addition, you gain a +2 trait
bonus on Perception checks to find concealed or secret
doors in structures built in the style of Ancient Osirion.

Seeker: You are always on the lookout for reward and
danger. You gain a +1 trait bonus on Perception checks,
and Perception is always a class skill for you.

Gear
+1 Earth Breaker, +2 Breast Plate, Cloak Of Resistance +2,
Bag Of Holding (type I), Potion of Cure Moderate Wounds x2,
Potion of Lesser Restoration x2, Potion of Remove Curse,
Potion of Remove Paralysis x2, AntiToxin x2, AntiPlague x2
50 Gold Pieces

Sword & Board
CN Female Human (Keleshite) Fighter 6
Init: +5, Senses: Perception -1
AC 22 Touch 16 Flat-Footed 16 (+5 DX, +1 Dodge, +4 AR, +2 Shld)
HP 58 (6d10+18)
Fortitude +8 Reflex +9 Will +1
DA: Bravery +2, +4 Dodge to AC against Attacks of Opportunity,
20% concealment with Move Action
Melee: +1 Rapier +14/+9 (1d6+4/18-20 P)
SA: Weapon Training (Light Blades +1)
ST 12 DX 20 CN 16 IT 13 WS 8 CH 10
Bab +6/+1 CMB +7 CMD 21
Feats
Combat Expertise, Dodge, Mobility, Weapon Finesse
Weapon Focus {Rapier}, Weapon Specialization {Rapier}
Lightning Reflexes, Wind Stance

Skills
Appraise +10*, Intimidate +9, KS- Dungeoneering +10, PS- Clerk +8,
Survival +9

Languages- Common, Gnoll, Kelish

SQ- Armor Training (EX)+1

Traits
Mummy-Cursed: One of your ancestors ran afoul of a
mummy’s curse while exploring an ancient tomb. This
curse was passed down to later generations of your family,
but over time, your line has become more resistant to
curses. You’ve come to Wati to explore its untouched
necropolis, and while you hope you won’t have to face
a real undead mummy, at least you have some defense
if you do. You gain a +2 trait bonus on saving throws
against curses and curse effects (including mummy rot
and spells with the curse descriptor) and a +2 trait bonus
on saving throws against a mummy’s aura of despair.

Poverty-Stricken: Your childhood was tough, and your
parents always had to make every copper piece count.
Hunger was your constant companion, and you often had to
live off the land or sleep in the wild. You gain a +1 bonus on
Survival checks, and Survival is always a class skill for you.

Gear
+1 Rapier, +1 Studded Leather, +1 Buckler, Belt Of Incredible Dexterity +2,
Bag Of Holding (type I), Ring of Appraisal, Potion of Cure Moderate Wounds x2,
Potion of Lesser Restoration x2, Potion of Remove Curse, Potion of Remove Blindness/Deafness,
Potion of Remove Paralysis x2, AntiToxin x2, AntiPlague x2
50 Gold Pieces

Unique Magical Ring - Ring of Appraisal
[CL 7th, Aura- Moderate Divination, Market Cost: 14,900GP, Craft Cost: 7,450GP]
Grants a +3 Competence Bonus to the Appraise Skill and Grants the Constant Ability to Detect Magic (per Spell)
{GM Note: This item I put into the game as something extra the group could sell, but they ended up keeping it}

Cleric Of Calistria
CN Female Catfolk Crusader (Cleric) 6
Init: +7,Senses: Low-Light Vision,
AC 17 Touch 14 Flat-Footed 14(+3 DX, +3 AR, +1 Deflection)
HP 35 (HD: 6d8+12)
Fortitude +7 Reflex +5 Will +7 ;+2 Trait Bonus against Fear
DA: Cat's Luck (EX) 1/DY
Melee: +1 Whip +6 (1d3+1/x2 S) or 2 Claws +4 (1d4/x2 S)
SA: Channel Negative Energy 3d6 (Will DC 16,4/DY), Malign Eye (su) 5/DY
Cleric Spells (Concentration +8 )
1+1 3rd Level- Bestow Curse, Cure Serious Wounds
3+1 2nd Level- Aid, Cure Moderate Wounds x2, Find Traps
3+1 1st Level- Bane, Cure Light Wounds x2, Summon Monster I
3 Orisons- Create Water, Light, Detect Poison
ST 10 DX 16 CN 14 IT 12 WS 15 CH 12
Bab +4 CMB +4 CMD 17
Feats
EWP[Whip], Channel Smite, Improved Initiative, Skill Focus {Diplomacy}
Improved Channel, Weapon Focus {Whip}

Skills
Bluff +2, Diplomacy +13 (+14 Gather Information), KS-Local +11, KS- Religion +10,
Sense Motive +3, Spellcraft +10

Languages: Catfolk, Common, Kelish

SQ- Aura(Chaotic), Reduced Spellcasting, Domain [Cursed Subdomain -Luck],
Good Fortune (EX) 1/DY, Orisons, Sprinter (Ex)

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

Calistrian Courtesan (Calistria): You worked in one of
Calistria’s temples as a sacred courtesan, and you know
how to flatter, please, and (most of all) listen. You gain
a +1 trait bonus on Sense Motive checks and Diplomacy
checks to gather information, and one of these skills
(your choice) is always a class skill for you.

Gear
+1 Whip, +2 Silk Robes, Ring of Protection +1
Potion of Cure Moderate Wounds x2, Potion of Lesser Restoration,
Antitoxin X2, Antiplague x2, 85 Gold Pieces

Sniper Sorcerer
NG Male Undine Sorcerer (Water Elemental) 6
Init: +7 ,Senses: Darkvision 60ft, Perception +3
AC 18 Touch 14 Flat 15 (+3DX, +4 Mage Armor, +1 Deflection)
HP 32 (6d6+6)
Fortitude +5 Reflex +7 Will +10 ; +2 save against Death-Effects
DA: Cold Resistance 10, Ranged DR10/Magic (60Pt's)
Speed: 30ft, Swim Speed: 30ft
Melee: Cold-Iron Dagger +2 (1d4-1/19-20 P/S)
Ranged: Elemental Ray +6 Ranged Touch (1d6+3 Cold/x2 30ft Ray)
Sorcerer Spells (Concentration +10 )
3rd Level (4/DY): Fireball (DC 17)
2nd Level (6/DY): Scorching Ray, Protection From Arrows, Resist Energy
1st Level (7/DY): Burning Hands (DC 15), Magic Missile (3d4+3), Mage Armor,
Detect Secret Doors, Arcane Pocket
0 Level: Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights,
Disrupt Undead, Prestigitation
ST 8 DX 16 CN 12 IT 10 WS 16 CH 16
Bab +3 CMB +2 CMD 15
Feats
Eschew Materials, Improved Initiative, Deceitful, Extend Spell

Skills
Bluff +14, Disguise +5 (+9 to Appear human), KS- Arcana +9, Spellcraft +9

Languages - Aquan, Common

SQ- Amphibious, Flesh Chameleon, Water Affinity

Traits
Resurrected: At some time in the recent past you
died, but you were brought back to life—whether
because of magic, a blessing of the gods, a destiny you
have to fulfill, or perhaps it just wasn’t your time to
die yet. Whatever the nature of your resurrection, your
experience gave you a fascination with death, and you
hope to find some insight into the nature of mortality
by exploring the tombs of Wati’s famous necropolis. You
gain a +2 trait bonus on saving throws against death
effects. In addition, you do not die until your hit points
drop to a negative amount equal to or lower than your
Constitution score + 4.

Sacred Touch: You were exposed to a potent source of
positive energy as a child, perhaps by being born under
the right cosmic sign, or maybe because one of your
parents was a gifted healer. As a standard action, you
may automatically stabilize a dying creature merely by
touching it.

Gear
Cold-Iron Dagger, Ring of Protection +1, Ring of Sustenance,
Cloak Of Resistance +2, Potion of Cure Moderate Wounds x2,
Potion of Lesser Restoration, Antitoxin x2, Antiplague x2
73 Gold Pieces

Liberty's Edge

Sadly they also had a Monk, but can't find that character sheet

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