Shadow_Fox |
Hey all, I'm back! I love high level play but don't have the patience for running the AP's first 2-3 books (that's months, if not years, on the boards) before getting to the meaty action. So why not jump into it at 9th level, a good juicy part where the power level is still manageable? So the AP for this game is The Mummy's Mask - gotta love the desert motif and mummy madness! Looking for a band of 4-5 brave adventurers who like exploration, rp, and combat! The party will not have run through the prior books of the AP. The game will start out in Tephu.
Character creation guidelines:
20-point buy - no stat lower then 8 after racial adjustments.
9th level
Posting rate: At least once a day
No VMC/No elephant in the room
Background skills in effect.
Alignment: Play well in a group
HPs: Max + 1/2+1 per level
2 traits, one must be campaign. No drawbacks.
Wealth level for 9th level: 46,000 gp
Classes: No summoner and no occult classes.
Races: Core only.
Personality: Have some - provide a brief history (1-2 paragraphs): why you're in Osirion, what makes you tick, and how you've made your living so far. Also discuss your appearance - people from this region are quite colorful in their demeanor and manner of dress. There are not too many European shining knights around here - at least not with the stereotypical look.
Any questions, let me know. I will leave recruitment open for a week to give you plenty of time. Hope there's interest.
eriktd |
I've cobbled together an idea for this: Meet Faro al-Wati, an old soul sent back to life from the Boneyard to avert a terrible disaster. It's all a bit above his pay grade, as a former bandit and graverobber who was betrayed by his cohorts. He's a human Mortal Usher, fleshed out on (unchained) rogue and slayer bones.
MordredofFairy |
I will apply to this with Mei Houwang, an Elven Brawler. I have a rough concept for the background, but will freshen up on my Osirion knowledge before putting it in writing.
Alvra Drag'or |
Mightypion |
I am building a rather complex characer, a Spell Warrior/Fractured mind:
What does he do mechanically?
--Hand out a +2 bonus to everyones weapons, it can also be used for weapon enchentments, such as ghost touch. In contrast to other skalds, it does not mess with spell casting. He also hands out a free gore and a bite attack via his rage power package.
--Boosts his phantom (who claims to be a former priestess of Osiron), even though she is just level 7 statwise, into becoming a pretty credibly attacker in her own right. I will be going with either a dedication or a hatred phantom, a dedication phantom will improve the party even further, by adding +2 deflection to AC (meh) but also an untyped +2 to all saving throws and CMD (yay!), its just a 10 feet aura though.
--Hatred phantom would be a pretty capable physical attacker, with 2 primary slams, a primare gore (from his totem) and a secondary bite (animal fury rage power),
--the phantom, in incorporeal form, is a pretty decent scout, he himself is a reasonable lore monkey and a pretty ok face
--Can look after himself in a fight.
Edit: Important question for that character to work, does a Spell warriors weapon song work on natural weapons?
Viktor Hämndson |
Mightypions WIP submission here, I have some background questions:
1: Normally, Phantoms have the same alignment as their spiritualist. I would like for the Phantoms alignment changeable and subject to GM discretion, Victor himself is neutral, his phantom not neccessarily. I do like mechanics when a party member could be altered by the parties actions alignment wise. Is this fine?
2: Victor is a reasonably skilled Scout and loremonkey, as well as a noble trained warrior. He is an exile (he is pre Baba Yaga nobility) from Irrisen, and wished to be as war as possibly away from Baba Yaga or any Jadwiga as possible. He performed tasks for the Pathfinders, as a way to get funds and connections.
I would love to use the names of pathfinder personal to make him fit in better.
3: He found his phantom in a pyramid, or she found him, she did save his live from a mummy. She is a handfull, has a quite dominating personality and a suprisingly foul mouth. She claims to have known Shamira, currently a nascent Demon Lord, before her fall. After this, Victor had "elemental blood fire lesser" and "fiend totem lesser" as rage powers. This is mostly a licence for the GM to use some enemies that are not standard for this AP. Is this good with you?
Alaros Vattz |
I submit Alaros here. If selected, I will level him up to level 9.
Depending on what is needed, I can make him a frontliner with some utility, or more of a caster. My preference would be front liner.
As for why he is here.. well, few other places have such tantalizing historic artifacts waiting to be taken, er I mean, discovered. With such court approval. haha.
wait. No occultist? I just saw that reading back through... hmm.. Sadge. I'll have a think.
Shadow_Fox |
Mightypions WIP submission here, I have some background questions:
1: Normally, Phantoms have the same alignment as their spiritualist. I would like for the Phantoms alignment changeable and subject to GM discretion, Victor himself is neutral, his phantom not neccessarily. I do like mechanics when a party member could be altered by the parties actions alignment wise. Is this fine?
2: Victor is a reasonably skilled Scout and loremonkey, as well as a noble trained warrior. He is an exile (he is pre Baba Yaga nobility) from Irrisen, and wished to be as war as possibly away from Baba Yaga or any Jadwiga as possible. He performed tasks for the Pathfinders, as a way to get funds and connections.
I would love to use the names of pathfinder personal to make him fit in better.3: He found his phantom in a pyramid, or she found him, she did save his live from a mummy. She is a handfull, has a quite dominating personality and a suprisingly foul mouth. She claims to have known Shamira, currently a nascent Demon Lord, before her fall. After this, Victor had "elemental blood fire lesser" and "fiend totem lesser" as rage powers. This is mostly a licence for the GM to use some enemies that are not standard for this AP. Is this good with you?
Guess you missed the part about no occult classes: it’s clearly written in my first post.
TheWaskally |
Could one sacrifice some levels to gain access to templates? For example, instead of being a 9th-level adventurer, be a 7th-level adventurer with a CR +2 template?
pad300 |
Question, if there a plot summary (preferably for this particular campaign in particular, if Shadow Fox is making edits) of what has happened in books 1-3 available? I'd like to know what we are supposed to have accomplished, and what we are trying to do. Are we just a random bunch of looters and tomb-raiders, or do we have a more important mission at this point?
Shadow_Fox |
Ok back to answer some questions:
Hoss’r: Prestige classes are allowed.
TheWaskally: Going to say no to templates.
Ruin Explorer: I have to admit that catfolk definitely fit this setting and they look cool, which is the most important part. I am amending my prior rule: Core Races and Catfolkare allowed. See? Never hurts to ask.
Pad300: Perhaps you misunderstood. I stated that the party selected has not run through Books 1-3 of the AP so no prior knowledge of the AP is required. The party will be start off as being hired for a job. Your character does not have to a be a looter - your motivations are your own and what make the character unique.
pad300 |
More questions for Shadow_Fox,
1) if you don't mind Cat(folk), do you mind Rat(folk)s?
ie. can you accept a ratfolk?
2) a)Does the Foreign Opportunist campaign trait (sell relics of ancient osirian for 60% of value, rather than 50% of value) affect starting wealth?
b) impact of item creation feats on starting wealth?
eriktd |
I've finished the background and description for Faro al-Wati, and I've revised him to be a thug instead of a trapfinder, since so many others here seem to be taking their characters in that direction. :)
rorek55 |
How do you handle 1 min/level spells? How long would they general last?
(1 fight? 2 fights? 3 fights?) Of course, this can vary, but for a general example, in a dungeon, assuming no puzzles to slow people down and only a few rounds of "healing" if needed. Would a spell that lasts for 9 minutes last several fights, or a single fight?
Lucendar |
Ok, here is the crunch for my submission: Zahira, a devoted undead fighting monk/priestess of the Dawnflower (Sarenrae), who flurries with a flaming scimitar! I will work on her backstory and appearance.
Female human (Garundi) cleric (crusader) of Sarenrae 1/unchained monk 8 (Pathfinder RPG Ultimate Combat 40, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +7; Senses Perception +17
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Defense
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AC 25, touch 25, flat-footed 17 (+7 Dex, +1 dodge, +2 monk, +5 Wis)
hp 82 (9 HD; 1d8+8d10+26)
Fort +11, Ref +14, Will +12; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee +1 flaming scimitar +17/+17/+12 (1d6+8/15-20 plus 1d6 fire) or
. . unarmed strike +15/+15/+10 (1d10)
Special Attacks channel positive energy 3/day (DC 10, 1d6 [+1 vs. undead]), flurry of blows (unchained), stunning fist (8/day, DC 19), style strike, sun's blessing
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +8)
. . —barkskin (self only, 1 ki)[UM]
. . —feather step (self only, 1 ki)[UM]
Cleric (Crusader) Spells Prepared (CL 1st; concentration +6)
. . 1st—divine favor (2), endure elements[D]
. . 0 (at will)—create water, light
. . D Domain spell; Domain Sun
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Statistics
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Str 10, Dex 24, Con 14, Int 10, Wis 20, Cha 10
Base Atk +8; CMB +8; CMD 33
Feats Crusader's Flurry[UC], Deflect Arrows, Dervish Dance[ISWG], Dodge, Improved Critical (scimitar), Improved Unarmed Strike, Iron Will, Mobility, Stunning Fist, Weapon Finesse, Weapon Focus (scimitar)
Traits flame of the dawnflower, undead crusader
Skills Acrobatics +19 (+27 to jump), Knowledge (history) +12, Knowledge (religion) +11, Linguistics +5, Perception +17, Perform (dance) +10, Stealth +19
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ fast movement (unchained), ki pool (9 points, cold iron, magic, silver), ki powers (furious defense, qinggong power, qinggong power), style strike (defensive spin)
Other Gear +1 flaming scimitar, belt of incredible dexterity +4, cloak of resistance +1, handy haversack, headband of inspired wisdom +4, ring of sustenance
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Cleric (Crusader) Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feather Step (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastry for 3 ki.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Stunning Fist (8/day, DC 19) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.
Hoss'r Stonekind |
How do you handle 1 min/level spells? How long would they general last? (1 fight? 2 fights? 3 fights?) Of course, this can vary, but for a general example, in a dungeon, assuming no puzzles to slow people down and only a few rounds of "healing" if needed. Would a spell that lasts for 9 minutes last several fights, or a single fight?
1 Minute of in game time is usually considered 10 rounds. 6 Seconds per combat round.
Out of combat spell time limits are usually decided by the GM on a case by case basis in my experience.
rorek55 |
rorek55 wrote:How do you handle 1 min/level spells? How long would they general last? (1 fight? 2 fights? 3 fights?) Of course, this can vary, but for a general example, in a dungeon, assuming no puzzles to slow people down and only a few rounds of "healing" if needed. Would a spell that lasts for 9 minutes last several fights, or a single fight?1 Minute of in game time is usually considered 10 rounds. 6 Seconds per combat round.
Out of combat spell time limits are usually decided by the GM on a case by case basis in my experience.
Yes the latter is what I was asking about. I've played at two very different tables.
One where minutes per spells will last only a single fight, even if you go straight to another door and enter another encounter(with maybe a couple rounds of topping off HP)
And one where entire dungeons are done in 1, maybe 2 castings of a minutes per spell.
Before I make any builds, I wanted to know the general rule for it.
Shadow_Fox |
More responses:
Pad300: No to Ratfolk. Foreign Opportunist does not affect starting wealth. Item creation feats do not affect starting wealth.
Rorek: Generally, in a dungeon, if you're moving from room to room efficiently, then minute per level spells should last multiple encounters, depending on the situation of course.