Mummy's Mask Adventure Path player characters

This page details a group of characters intended to be used by myself in the "Mummy's Mask" adventure for the Pathfinder roleplaying game.
She-Ra by Rubus Arabian Nights female Rise of Heroes Arabian Nights wizard Alex by Telthona Dark Elf by nJoo
She-Ra by Rubus


Female Human Paladin

Abilities: Str 19 Dex 13 Con 15 Int 10 Wis 9 Cha 21
Race: Human; Ethnicity: Garundi; Region: Osirion; Languages: Osiriani, Taldane; Deity: Sarenrae; Orientation: Bisexual; Alignment: Lawful Good
Racial Traits: Dual Talent (second +2 ability score, no bonus feat, no extra skill point)
Class: Paladin [favored]; Favored Class Bonus: +1 HP and +1 skill; Traits: Blood of Pharaohs (+1 Knowledge (Nobility) [class], Will saves), Cleansing Light (reroll any natural 1 when channeling energy), Sacred Conduit (channel +1 DC), Overprotective (-2 to hit and skills if not near fallen allies)
Feats: [1] Nemesis (2 favored class bonuses), [3] Greater Mercy (+1d6 Lay on Hands when no condition removed), [5] Improved Channel (channel +2 DC), [7] Leadership, [9] Ultimate Mercy
Skills: Handle Animal +13, Ride +9, Knowledge (Nobility) +9
Spells: [1] Keep Watch, Lesser Restoration (2)
Level: 5
BAB: +5 (Melee +9, Ranged +6, CMB +9)
AC: 23 (Touch 12, Flat-Footed 22, CMD 20)
HP: 44
Saves: Fort +11, Ref +7, Will +8

Shiradora Fal-Sheik was born in the desert land of Osirion, and has never even set foot outside its borders. Yet, she looks completely different from the country's predominantly dusky-skinned, dark-haired inhabitants. There has been much hushed speculation about the reason for her exotic looks, yet no one seeks the truth more than the young woman herself. Is it as simple as her mother having had a dalliance with a foreigner? Or is there something more to it?

Arabian Nights female


Female Human Sha'ira

Abilities: Str 12 Dex 15 Con 12 Int 14 Wis 9 Cha 20
Race: Human; Ethnicity: Keleshite; Region: Qadira; Languages: Kelish, Taldane, Osiriani, Aquan; Deity: Calistria; Orientation: Bisexual; Alignment: Chaotic Neutral
Racial Traits: Bonus Feat, Silver Tongued (+2 to Bluff and Diplomacy, can shift attitude three steps, no extra skill point)
Class: Wizard [favored]; Archetype: Sha'ir; Favored Class Bonus: +1 HP and +1 skill; Gen: Water; Spell Retrieval: +5 vs DC 20 + spell level
Traits: Sphinx Riddler (+1 to decipher puzzles and riddles), Extremely Fashionable (+1 Bluff [class], Diplomacy, Intimidate), Keeper of the Veil (+1 Disguise [class], Bluff), Hedonistic (fatigued if 1 day without reward, treasure or pleasure)
Feats: [Human] Fast Learner, [1] Gen Alacrity (dispatch/receive gen is standard action instead of full-round action), [3] Improved Gen Alacrity (dispatch/receive gen is move action), [5] Superior Gen Alacrity (dispatch/receive is swift action), [7] Two-Spell Mastery (can hold two retrieved spells at once), [9] Improved Spell Retrieval (+2 Spell Retrieval), [11] Superior Spell Receive (+4 Spell Retrieval)
Skills: Bluff +17, Diplomacy +16, Disguise +14, Knowledge (Arcana) +10, Knowledge (Planes) +10
Equipment: Dagger (dmg 1d4+1, crit 19-20, 1lb), Spell component pouch (2lbs), bracers of armor +1, wand of shield (8), apprentice's cheating gloves (at-will prestidigitation, mage hand)
Prepared Spells: [0] Acid Splash, Disrupt Undead, Detect Magic, Ray of Frost; [1] Burning Hands (3), Magic Missile (2); [2] Bull's Strength (3); [3] Fireball, Lightning Bolt;

Level: 5
BAB: +2 (Melee +3, Ranged +4, CMB +3)
AC: 13 (Touch 12, Flat-Footed 11, CMD 15)
HP: 27
Saves: Fort +2, Ref +3, Will +3

Shakira the Sha'ira from Qadira has the unapologetic opinion that she is the best thing that has ever happened to anyone near her. Like many of her Keleshite kin, her self-assurance not only borders on the arrogant, but exceeds it.

Rise of Heroes


Female Human Desert Druid

Abilities: Str 12 Dex 12 Con 16 Int 14 Wis 20 Cha 10
Race: Human; Ethnicity: Garundi; Region: Osirion; Languages: Osiriani, Taldane, Druidic, Gnoll, Giant; Deity: Pharasma; Orientation: Straight; Alignment: Neutral Good
Racial Traits: Eye for Talent (+2 Sense Motive, one animal companion ability, no bonus feat), Heart of the Wilderness (+lvl/2 to Survival and Con death limit, +5 Con to stabilize, no extra skill point)
Class: Druid [favored]; Archetype: Desert Druid; Favored Class Bonus: +1 HP and +1 skill; Traits: Wati Native (+2 save vs fear, +1 Knowledge (Local) [class]), Bastard (+1 Sense Motive [class]), Orphaned (+1 Survival), Loner (-1 to hit and AC when adjacent to an ally or when using aid another)
Feats: [1] Fast Learner, [3] Heavy Armor Proficiency, [5] Dodge, [7] Desert Dweller (reduce heat effects by one step)
Skills: Heal +13, Perception +13, Sense Motive +16, Survival +17, Knowledge (Geography) +10, Knowledge (Local) +11, Knowledge (Nature) +12
Equipment: Prepared Spells: [0] Create Water, Detect Poison, Know Direction, Stabilize; [1] Cure Light Wounds (3), Faerie Fire, Produce Flame; [2] Bull's Strength, Flame Blade, Flaming Sphere; [3] Remove Disease (2);
Level: 5
BAB: +3 (Melee +4, Ranged +4, CMB +4)
AC: 23 (Touch 12, Flat-Footed 21, CMD 15)
HP: 44
Saves: Fort +7, Ref +2, Will +9

Nubiri was born in the city of Wati. She never knew her father, and her mother died when she was ten years old, necessitating young Nubiri to survive on her own. With a natural aptitude for the wilderness, she made a living off the land surrounding the city, and over the years grew closer and closer to the natural world. She harbors some bitterness towards the inhabitants of Wati, as she feels that they abandoned her and didn't help her in any way after her mother's death. As a lay worshipper of Pharasma, she feels a duty to watch over the necropolis of Wati and keep adventuring companies from doing too much damage in their exploration.

Nubiri spends much of her time at Terhk's Fine Expeditions, the desert travelers' lodge on the southern edge of Wati, and has been developing a friendly relationship with the eponymous proprietor. She also spends some time at the Golden Mausoleum of Pharasma, and has been trying to get to know the head cleric Sebti the Crocodile slightly. In passing she has also become acquainted with the humorless Nakht Shepses, leader of the temple's militant wing.

Animal Companion: Kizzi (Cheetah)

Attack: Bite +9 (1d6+3 plus trip), 2 Claws +9 (1d3+3); AC: 20 (+6 Dex +3 Natural Armor +1 Dodge); HP: 32 (5d8+15); Abilities: Str 17 Dex 22 Con 15 Int 2 Wis 12 Cha 6; Feats: Weapon Finesse, Dodge, Toughness; Speed: 50'

Arabian Nights wizard


Female Aasimar Wizard

Abilities: Str 13 Dex 15 Con 13 Int 23 Wis 10 Cha 11
Race: Aasimar (Emberkin); Ethnicity: Garundi; Region: Osirion; Languages: Celestial, Taldane (Common), Osiriani, Kelish, Polyglot, Draconic, Sylvan, Dwarven; Deity: Isis; Orientation: Lesbian; Alignment: True Neutral
Racial Traits: Darkvision 60', Skilled (+2 Knowledge (Planes), Spellcraft), Acid/Cold/Electricity Resistance 5, Additional +2 Int (no spell-like ability)
Class: Wizard [favored]; Favored Class Bonus: +1 HP; Arcane Bond: Staff of the Burning Crescent; Arcane School: Universalist
Traits: Devotee of the Old Gods (+1 to Knowledge (History), Knowledge (Religion), vs divine magic), Pyromancer (+1 damage with fire spells)
Feats: [Wiz1] Scribe Scroll, [1] Spell Penetration, [3] Greater Spell Penetration, [Wiz5] Craft Wondrous Item, [5] Craft Magic Arms and Armor
Skills: Appraise +14, Linguistics +14, Spellcraft +16, Knowledge (Arcana) +14, Knowledge (History) +15, Knowledge (Nobility) +14, Knowledge (Planes) +16, Knowledge (Religion) +15
Prepared Spells: [0] Acid Splash, Detect Magic, Prestidigitation, Disrupt Undead; [1] Burning Hands (2), Magic Missile (2), Sleep; [2] Blur, Bull's Strength, Fire Breath, See Invisibility; [3] Fireball, Versatile Weapon;
Level 1 Spells Known: Alarm, Burning Hands, Charm Person, Color Spray, Comprehend Languages, Disguise Self, Endure Elements, Feather Fall, Identify, Mage Armor, Magic Missile, Mount, Protection from Evil, Ray of Enfeeblement, Shield, Sleep
Level 2 Spells Known: Blur, Bull's Strength, Fire Breath, Glitterdust, Invisibility, Melf's Acid Arrow, Mirror Image, See Invisibility, Warding Weapon
Level 3 Spells Known: Fireball, Versatile Weapon
Equipment: Masterwork quarterstaff (dmg 1d6+1, 4lbs), Spell component pouch (2lbs)

Level: 5
BAB: +2 (Melee +3, Ranged +4, CMB +3)
AC: 12 (Touch 12, Flat-Footed 10, CMD 15)
HP: 25
Saves: Fort +2, Ref +3, Will +4


Alex by Telthona


Female Dhampir Rogue

Abilities: Str 11 Dex 21 Con 13 Int 16 Wis 10 Cha 12
Race: Dhampir (Svetocher); Ethnicity: Chelaxian; Region: Galt; Languages: Taldane, (Int) Ancient Osiriani, Tekritanin, Jistka, (Skill) Osiriani, Kelish, Draconic, Gnoll, Sphinx; Deity: Nethys; Orientation: Bisexual; Alignment: Chaotic Good
Racial Traits: Low-Light Vision, Darkvision 60', Manipulative (+2 Bluff, Perception), Obscuring Mist 3/day (no Detect Undead), Undead Resistance (+2 save vs disease, mind-affecting), Resist Level Drain (no penalties but can die), Negative Energy Affinity (healed by negative, harmed by positive energy), Positive Energy Sensitivity (-1 save vs positive energy)
NOTE: Technically half-Svetocher, only some alternate abilities.
Class: Rogue [favored]; Favored Class Bonus: +1 HP; Class Abilities: Sneak Attack +3d6, Trapfinding (+lvl/2 Disable Device, Perception vs traps), Evasion, Trap Sense (+1 Reflex/AC vs traps), Uncanny Dodge
Traits: Inquisitive Archaeologist (+2 Knowledge (Engineering) [class], Perception to find doors), Scholar of the Great Beyond (+1 Knowledge (Planes) and Knowledge (History) [class]), Pragmatic Activator (UMD uses Int), Underlying Principals (+1 UMD [class])
Feats: [1] Additional Traits, [Rog2] Weapon Finesse, [3] Life-Dominant Soul (can be healed by positive channel, but only half amount), [Rog4] Trap Spotter (automatic Perception vs traps), [5] Deft Hands (+2 Disable, Sleight), [Rog6] Fast Stealth
Skills: Acrobatics +13, Disable Device +16, Escape Artist +13, Linguistics +11, Perception +10 (+2 vs doors, +2 vs traps), Sleight of Hand +15, Stealth +13, Use Magic Device +12, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +13, Knowledge (History) +12
Equipment: Studded leather armor (+3 armor, +5 max Dex, -1 armor check, 20lbs), Shortsword (dmg 1d6+0, crit 19-20, 2lbs), Masterwork thieves' tools
Level: 5
BAB: +3 (Melee +3, Light/Ranged +8, CMB +3)
AC: 18 (Touch 15, Flat-Footed 13, +1 vs traps, CMD 18)
HP: 29
Saves: Fort +2, Ref +9 (+1 vs traps), Will +1


Dark Elf by nJoo


Female Drow Fighter

Abilities: Str 16 Dex 20 Con 14 Int 14 Wis 9 Cha 11
Race: Drow; Region: Katapesh; Languages: Elven, Undercommon, Common/Taldane, Aklo; Deity: Gyronna; Orientation: Straight; Alignment: Chaotic Evil
Racial Traits: Surface Infiltrator (low-light vision, no darkvision, no light blindness), Drow Immunities (immune vs sleep, +2 vs enchantment), Keen Senses (+2 Perception), Poison Use, Spell Resistance 6+lvl, Spell-Like Abilities (1/day Dancing Lights, Darkness, Faerie Fire)
Class: Fighter [favored]; Favored Class Bonus: +1 HP; Bravery: +1 Will vs fear; Armor Training: +1 Max Dex, Armor Check; Weapon Training: +1 to-hit/dmg with Light Blades
Traits: Foreign Opportunist (+2 Appraise [class], sell relics for 60% value), Pesh Dealer (+1 Sleight of Hand [class]), Reckless (+1 Acrobatics [class]), Cruelty (-2 to hit if not finishing downed opponent)
Feats: [1] Weapon Finesse, [Ftr1] Two-Weapon Fighting, [Ftr2] Weapon Focus (short sword/gladius), [3] Double Slice (full str bonus with off-hand), [Ftr4] Weapon Specialization (short sword/gladius), [5] Two-Weapon Defense (+1 shield bonus), [Ftr6] Improved Two-Weapon Fighting, [7] , [Ftr8] Greater Weapon Focus, [9] Dodge, [Ftr10] Toughness, [11] Greater Two-Weapon Fighting, [Ftr12] Greater Weapon Specialization
Skills: Acrobatics +14, Climb +11, Sleight of Hand +14, Swim +11, Appraise +4, Perception +3
Level: 5
BAB: +5 (Melee +8, Light/Ranged +10, CMB +8)
AC: 22/23 (Touch 12, Flat-Footed 21, CMD 23)
HP: 48
Saves: Fort +6, Ref +6, Will +0 (+1 vs fear)

Viziir moved to Osirion after wearing out her welcome in the dark markets of Katapesh. She has been making some contacts in the less savory parts of Wati, the Half-Dead City.