Tales of Sword & Sorcery (Inactive)

Game Master Aku Warashi

”The nostalgia of things unknown, of lands forgotten or unfound, is upon me at times. Often I long for the gleam of yellow suns upon terraces of translucent azure marble, mocking the windless waters of lakes unfathomably calm; for lost, legendary palaces of serpentine, silver and ebony, whose columns are green stalactites; for the pillars of fallen temples, standing in the vast purpureal sunset of a land of lost and marvellous romance. I sigh for (...) the strange and hidden cities of the desert, with burning brazen domes and slender pinnacles of gold and copper, that pierce a heaven of heated lazuli.”

— Clark Ashton Smith: Nostalgia of the Unknown


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Arrak Kinslayer, The Wolf of Tharag Thule:
Male Human(civilized) barbarian (armored hulk)
N Medium Humanoid (Human)
Black Hair, Green eyes
Age: 24
Init +1; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC 16, touch 11, flat-footed 15(+5armor, +1dex, +0 shield)
hp21(1d12+4+5)
Fort +5, Ref +2, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Greatsword: +5
Damage: 2d6+5

Ranged
Javelin: +2
Damage: 1d6+4
------------------------------
STATISTICS
------------------------------
Str: 16, Dex: 12, Con: 16, Int: 12, Wis: 14, Cha: 08
Base Atk +1; CMB +0; CMD 10
Traits:
Drawbacks:
Feats:
1- Hero's luck, Endurance, Diehard

Skills (points; 4 class, 0 INT +1 culture)
Perception: 1
Acrobatics: 1
Survival: 1
Intimidate: 1
Climb: 1
ACP -4

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Tharag Thulan, Lamuran, Khaziztani

------------------------------
SPECIAL ABILITIES
------------------------------
Rage: 7/day

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Arms and Armor: Scale Mail, Greatsword, Throwing spears(javelin)(5)

Money 0 GP 0 SP 0 CP

[spoiler=Background]
Arrak had always been different from his tribe. Since the day of his birth he had always been smaller, considered weaker. Even his hair marked him as different, it was jet black, in stark contrast to the golden locks of the tribe. He had been, tolerated. No matter what feats of strength he achieved, equal to that of any other in the tribe, he was mocked and ridiculed. One day, another lad in the village pushed him to far. Arrak flew into a rage and beat the other down, finally ripping the lad's throat out with his bare hands. He was offered one of two choices, exile, or trial by combat with the tribe's leader. Only at the age of 16, he had no way of winning, and he had desired to leave for a long time. He left, taking nothing but the wolf skin he had gained on his first hunt and the customary dagger the tribe gives to any exile. The dagger wasn't much good for hunting. However, Arrak managed to overcome that urge, his hatred and need to prove his strength driving him onward.

Arrak made it to the deserts of Khazistan before succumbing to heat, exhaustion, and hunger. He was saved by a traveling caravan and taken to Zul-Bazzir. There he was used by his savior Jiana, as a servant to "pay off" the debt of his life. He was also taught some of the more "civilized" ways. His bulk and size was always larger and taller than the others in the city however, and eventually his strength and skill at arms caused him to stand out. He eventually managed to gain his freedom by fighting in arenas where he learned to make use of the heavy armor of the civilized land. However, he always kept his wolf skin strapped over his right Shoulder, and his many underdog victories gave him the name of The Wolf of Thule. He works now as a mercenary and continues to wander at the marvels of the civilized world. However, he would lie if there were days that he didn't miss the simple life the tribes lived. The cold wind on his face. While he has grown accustomed to the desert air, he still loves the cold breeze of the north. He actually keeps in touch of Jiana, and often does work for her.

Arrak is, in most regards, a man of simple pleasures. His love of battle is equal to that of any warrior of the north, and his skills are only improving. He has grown to enjoy the... pleasures... offered in the cities, and that requires money, money he gets, by doing what he enjoys. Fighting. Other than mercenary work, he fights in wrestling matches, public brawls or other sorts.

Appearance and Personality:

Personality: Despite his large stature, he is a fairly friendly, if overbearing, man. While he often is distrustful of people, He is fairly protective of his friends, and, due to his past does not approve of "bullying". He believes in honoring and repaying debts.

Appearance, just slightly less skulls, and add a wolf pelt (head included) on his right shoulder

Ok, here is my submission. Let me know if you are okay with the Armored Hulk barbarian for him. I also flavored it as his mother was a non-Tharag Thulan. (Hence his differences to his tribe)


My submission is Urlok the Tharag Thulan druid. I've created a profile for him - link to my submission profile - but would prefer not to post under the alias unless I'm chosen. It took me a while to realize that you couldn't delete an alias once you'd posted under it, which has given me a bit of alias clutter. I believe everything you asked for is present; I'm not totally sold on the name Urlok, but if I decide I want to change it I'll do so only if I'm chosen so that the above link remains valid through the recruitment period.

Thanks for the opportunity to play in an age undreamed of - if you have any questions, comments, or concerns about my submission, please let me know.


I am, unsure how to link a specific post.. so I will just leave this here. It xmhas combat and RP in it. My character is Derick "Dart" the warrior rogue starknife thrower. thread.


thelizardwizard wrote:
I am, unsure how to link a specific post..

FYI the link for a specific post is the post's time/date stamp in the right half of the header which precedes 'FLAG | LIST | REPLY.' You can either click it to get the web address in your address bar or right-click / copy link address, and paste into a url tag.


With so much still up in the air around tainted spells and witch hexes. I think I will forgo making a submission for the game. Just too difficult to make a good submission without really knowing what I'm getting into.

Happy gaming and good luck to the applicants. DM Aku, looks like it should be very interesting. Thanks for offering to run the game.


The Tick in the Barrel wrote:
thelizardwizard wrote:
I am, unsure how to link a specific post..
FYI the link for a specific post is the post's time/date stamp in the right half of the header which precedes 'FLAG | LIST | REPLY.' You can either click it to get the web address in your address bar or right-click / copy link address, and paste into a url tag.

ah, thank you.


In re-reading this thread I see you posted a request that we not use any external link/page to post our character sheet; not sure if you consider a paizo alias profile an 'external' link, but rather than wonder about semantics I'll just post the profile info here.

My Tharagian druid submission is more or less complete, though I'm undecided on his feat and I'm not totally sold on the name Urlok. I'm unsure how many spells I'll know at start, so I just chose 2 spells in addition to my domain spell. I'm willing to switch my favored class bonus over to a skill point and take a rank in Linguistics if I end up not already knowing the most common language in the party. I'm also still looking at equipment purchases, but my definite items are listed.

Backstory:

“Don't go, Urlok. The world is a dangerous place - you're not ready yet.” His mother's voice was a mix of command and concern. He paid it no heed and tightened the ropes which strapped the small iron cauldron to his back; it was packed full of what few belongings he possessed. ”You've learned much, 'tis true, but there is so much more! Just a few more decades, then you'll be ready. A few more decades and you'll be unmatched!” He shouldered the large wooden shield that some warrior from one of the nearby villages had given his mother in exchange for a tonic to improve marital vigor; she had gifted it to Urlok when he'd mastered his first spell.

“Why do you do this to your poor mother? Was it not me who had her Moon-sister pronounce auspicious omens of megin upon your birth? Was it not me who had her Wolf-sister provide wild beasts, ferocious and strong, to nurse you as a child? Was it not me who raised you in the Old Ways of bone and breath, bile and blood?”

“It was.” He tested his load, shifting its balance slightly; he planned to journey far this day and for many days to come, and did not wish to tire unnecessarily. ”And what did you have your Skull-sister do?”

His mother flinched, shrinking away from him and wringing her hands; her long, bony fingers slid over and through one another, making strange patterns only possible due to the extra knuckle each of her digits possessed. ”Oh, you hurt your poor mother, you do. Everything I’ve done I’ve done for your sake, my one and only son, my –“

Enough! he shouted, feeling her sorcery trying to find purchase within his mind. She fell silent, eyes wide; he turned and looked up into her broad, craggy face. ”You tell me I can master all magics, master all the world - but I am not even master of myself!” For a moment fires burned in his eyes; not the wild flare of rage, but instead the hard, focused flames of purpose. ”I will see this world beyond the cold wastes for myself, see if it is a prize worth winning. And if it is, I will master the old ways through trial and pursuit, not by the prattling of an old woman!” He held his mother's gaze with a ferocity that made her drop her eyes. He stalked away several steps before stopping.

”When I am satisfied that the world is worth winning, I will return to you, mother,” he said in a softer tone. He turned back and looked upon their home, squinting in the pre-dawn light at the mud brick hut roofed with sod, the curtain of strange furs pulled to the side allowing his mother, hunched over and bow-legged as she was, to barely squeeze into it's large entrance.

”Will you?” she replied, her voice pathetic yet menacing. ”And who is to say I shall be here to greet you if you do?”

”You and your sisters were old when first rose Elder Kuth, were you not?” He cocked a bushy eyebrow at her and smiled, knowing that she could see him clearly despite the dim light. ”Surely you can wait a few more decades.” He bowed low. ”Goodbye, mother.”

And with that, he turned and strode off to the south as dawn broke, never looking back.

Appearance:

Tall and broad, muscular and pale, Urlok is built like the Thalag Thulans of legend; however his shaven head and long, dark beard set him apart from the blond warriors of fireside tales. Gloomy, hooded eyes are set deep in his large angular face. His hands are large and strong, but lack callous or scars, as if his great size and strength were the result of natural ability rather than any effort on his part.

He wears a long heavy fur cloak which he generally keeps closed, a bulge evident high on his back; underneath he wears a fur loincloth and boots, and has a small iron cauldron strapped to his back with rope.


Personality:

Urlok is confident in his physical abilities, but unsure of himself in more civilized societies where might does not necessarily make right. He exhibits tremendous focus in whatever task he is engaged in, a trait which contributes to his personal presence. He is very curious, but doesn’t wish to seem ignorant lest others take it as a sign of weakness; and while he is eager to listen to tales and facts, he has no interest in others’ opinions – above all else, he is determined to make up his own mind.

Mannerisms:

Urlok is usually slow to react to the words and actions of others, believing it makes him appear more thoughtful.

Bone and Breath, Bile and Blood:

Urlok's mystic principles and beliefs center around the "Old Ways" of bone and breath, bile and blood. All of reality is composed of one or more of these, which are equated with the for classic elements, with mankind being an amalgam of all four.

The way of bone is the way of physicality and base matter, and is associated with earth, stone, and metals (the bones of the world). While it is the simplest of the ways to understand, mastery requires a willingness to impose unatural changes to one's own body and risk it's destruction. The way of breath is the way of intellect and abstract concept, and is associated with wind, clouds, and the heavens. It is often the hardest way to understand, and mastery requires the ability to divorce oneself from the physical world and risk destruction of the mind. These two ways are considered fundamental opposites, but it is through their combination that creatures are given form and sentience.

The way of bile is the way of passion and motivation, and is associated with flame and fiery eruption. Mastery requires one be able to give themselves over completely to their passion yet still maintain purpose and control, which risks destruction of the soul. The way of blood is the way of wisdom and knowledge, and is associated with rivers and seas. Mastery requires one to not only cultivate and accumulate knowledge, but also discern the truths behind mere facts, risking irrevocable madness. These two ways are considered fundamental opposites, as exhibited by how few people actually do what they know is best for them, but through their combination great and lasting achievements may be attained.

Statistics:
Male Tharag Thulan Savage Druid 1
N Medium Humanoid (Human/Tharag Thulan)
Init +1; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 15, touch 11, flat-footed 15 (+1 armor, +1 natural armor, +1 dex, +2 shield)
hp 15 (8 max @ 1st +1 CON +1 favored class)
Fort +3, Ref +1, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +3

Ranged +1
------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 13, Int 10, Wis 15, Cha 12
Base Atk +0 CMB +3; CMD 14
Feats

  • Hero's Luck - +5 max hit points; DM Aku bonus feat level 1
  • Weapon Finesse - DM Aku bonus feat level 1
  • ??? - Level 1 feat

    Skills (4 points; 4 class, 0 INT, 0 favored class bonus)

    Heal +6 (+1 rank +3 class +2 WIS)
    Knowledge (nature) +6 (+1 rank +3 class +2 nature sense +0 INT)
    Perception +8 (+1 rank +3 class +2 racial +2 WIS)
    Survival +8 (+1 rank +3 class + 2 nature sense +2 WIS)

    ACP -2 with shield

    *ACP applies to these skills

    Languages Druidic, Lamuran, Tharag Thulan

  • Racial & Class Abilities:

    ------------------------------
    RACIAL ABILITIES
    ------------------------------

    Sturdy. Urlok has a permanent benefit as per the endure elements spell for cold. Additionally he has a +1 natural armor bonus to Armor Class. The harsh lands of Tharag Thule have given the inhabitants a thick skin and inured them to lesser colds.

    Feral. Urlok gains a +2 racial bonus to Perception checks. In the wilds, one must always be wary lest they become prey.

    Superstitious. Urlok has more levels in spellcasting classes than non-spellcasting classes, so he casts spells with a +1 bonus to effective caster level. While the common folk of the north shrink in fear from that which they don’t understand, Urlok’s respect for the supernatural has only heightened his magical pursuits.

    Ability Adjustment. +2 to Strength. While most northmen grow strong through toil and combat, Urlok’s physical prowess is born of his meditations on the way of bone.

    ------------------------------
    CLASS ABILITIES
    ------------------------------

    Nature Bond. Metal Subdomain of the Earth Domain. At first level grants Metal Fist (Su) (5 rds/day): As a swift action, Urlok can turn his fists into metal for 1 round, allowing him to make unarmed strikes that deal 1d6 points of bludgeoning damage plus his Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. He can use this ability a number of times per day equal to 3 + his Wisdom modifier. Urlok has begun to master both his own body and that of the world in his pursuit of the way of bone.

    Nature Sense. Urlok gains a +2 bonus on Knowledge (nature) and Survival checks. Due to his unusual upbringing, Urlok has developed a deeper understanding of the natural world.

    Spontaneous Casting. A druid can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

    Wild Empathy. A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Having suckled upon wild beasts in his infancy, Urlok has a rare bond with animals.

    Spells:

    ------------------------------
    Spells
    ------------------------------

    Urlok casts spells at an effective caster level of 2.
    Concentration +3 (actual caster level 1 + 2 WIS)
    Arcane Spell Failure Chance: 15% (5% from armor, 10% from shield)

    0th (3/day at will)]; Save DC 12 create water, purify food and drink, spark

    1st (2+1*/day); Save DC 13 ant haul, magic stone*, stone fist

    *Domain Spells: 1st—magic stone, 2nd—heat metal^, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—wall of iron^, 7th—will need replacement spell due to setting exclusion – elemental body IV (earth only), 8th—iron body^, 9th—elemental swarm (earth spell only).
    ^Replacement Domain Spells for the Metal Subdomain.

    Gear/Possessions:

    ------------------------------
    GEAR/POSSESSIONS
    ------------------------------
    Carrying Capacity
    Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
    Ant Haul: Light 0-228 lb. Medium 229-459 lb. Heavy 460-690 lb.

    Current Load Carried 20 lb.

    Shield, heavy wooden; +2 shield, -2 armor check penalty, arcane spell failure 15%, 10 lb. (7gp)
    Fur Armor; +1 armor, 0 armor check penalty, arcane spell failure 5%, 5 lb. (3gp)

    Iron cauldron; 5 lb. (1gp)

    Money GP: 59 SP: 0 CP: 0

    I've been doing PbP on these boards since September 2015. I've been involved in several games in that time, though I'm currently involved in only two active games - one as a player with a posting rate of 3/week, and one as a GM for a sporadic game between me and my RL friend. For me the ability to do internal monologue is one of the greatest strengths/draws of PbP; sitting around the table nobody really wants to hear about what your character is thinking, just what they're doing and saying. I find that it can allow for a greater depth of character than traditional gaming.

    Example of combat post - Rimy Jim. Also includes some bardy goodness.
    Example of RP post - Carduus the Bemourned. A pessimist and a cynic compelled to help others.


    Hmmm...I see we don't have any other witch applicants, and I would hate for folks not to apply just because they don't know what witches can do.

    I have been doing some thinking about this, and something that is integral, in my mind, is that characters be at least somewhat self sufficient in a sword and sorcery setting. Conan, Elric, they tend to work alone + 1 companion. Now, if a witch can't cast Cure spells, per GM, artillery spells, debuffing spells that cause pain or fear (Agony Hex, Cause Fear, etc), then I have to say, the witch may not be that useful on their own. They will mainly be a buffer spellcaster with some hexes.

    It's also hard to say what qualifies as an evil spell or an artillery spell. Ear Piercing Scream? Vomit Swarm? Meanwhile, the WitchFire spell is allowed (or at least written in the guide), but is more powerful than EPS at Level 1--it auto-hits for 3d4 damage, I believe, and that's something that will kill most CR1-2 foes outright.

    Having said before that I'd forego Slumber, I now wonder if it's the witch's best offensive attack!

    If witches look just too unwieldy for the game, and I get it--sorcerers are never the heroes in Howard's books, the Conan movies notwithstanding, I might consider a Wolf Shaman Druid with the Community domain, which is good for removing fatigue from Barbarians. But it would be wonderful to get some reassurance that witches won't be too nerfed. Plus, we'd get more applicants!


    Axolotl wrote:
    But it would be wonderful to get some reassurance that witches won't be too nerfed. Plus, we'd get more applicants!

    It would certainly make me reconsider an application. I had been strongly considering a Witch/Fighter (with aspirations of moving into Eldritch Knight if allowed).


    A note about taint:

    I'm working on the list, but it probably won't be done until next week, given xmas festivities. However, I don't plan on having 'all' damaging spells be part of that list, which would in fact, make most of the casters have a real bad time in the game.

    If you are applying for a spellcaster for this game, there's something you have to understand: This is not a magic friendly game.
    Magic corrupts, magic is surreal, is rare and mysterious, there's no 'utility' magic as per say, and the way I see it, unless you want to fight against an entire culture that is bent against sorcerers, you'll most likely try to conceal you are a spellcaster, using magic only them it's truly necessary.

    That being said, I think you guys are too focused on what the class can do and not the RolePlay potential on the world itself.

    A note about hexes:

    Some of the APG hexes will cause taint when used, but the formula for that will be different from spells. It's easier to resist a hex taint, than a spell taint: Will save at DC 5 + half current Taint score

    From the APG hex list, here is what we have for normal hexes:

    Blight (Su): Causes taint
    Cackle (Su)
    Cauldron* (Ex)
    Charm (Su)
    Child-Scent (Ex)
    Coven (Ex)
    Disguise* (Su)
    Evil Eye* (Su) : Causes taint
    Flight* (Su) : Not readily available in game
    Fortune (Su)
    Healing* (Su)
    Misfortune (Su): Causes taint
    Slumber (Su)
    Tongues (Su) : Not readily available in game
    Ward (Su)

    Talomyr wrote:
    I had been strongly considering a Witch/Fighter (with aspirations of moving into Eldritch Knight if allowed).

    If you read Elric's books, you know that he only resorts to magic as his last choice, and the toll magic takes on him (at least on the first books, I haven't read all of them yet), and that only makes things more interesting.


    I'll compile a list of interests and applications and post it tomorrow. I'm also already reviewing the applications completed, and you will receive a message from me with my thoughts on your submission.


    No problem with that at all, just wanted to know the ground rules, that's all.


    I'll try a Witch with Slumber and Ward, then. Losing Evil Eye to Taint hurts, but I get it. I think one can still build a good Witch if one figures it out...anyhow, consider those Khnum's hexes for the moment. :)


    Here is what we have currently:

    Dots


    • EmissaryOfTheNorth
    • rungok
    • JoshB
    • The Chess
    • The Doomkitten
    • Jacob Trier
    • SodiumTelluride
    • hmnhntr
    • Jedoric
    • F. Castor
    • Rhal, the Styx Boatman
    • ElbowtotheFace
    • Hayato Ken
    • thelizardwizard
    • Itsme

    Partial Apps

    Complete apps

    Drop me a line if I missed something.


    Hey again.

    Some have already received a PM from me with some feedback; other’s will receive it still today.
    Just to point out, recruitment goes only for two more days, ending on December, 28.

    Currently, we have seven complete submissions and one incomplete one, and the only classes submitted being: Witch, Bard, Druid, Rogue, Monk and Barbarian.


    Okay, recruitment ended.

    Might take a day or two to decide who gets to play the game.
    Thanks for everyone who applied.


    Hey, hello.

    Thanks for everyone who applied and showed interest. I’ve sent a PM to the ones selected.
    Happy gaming, and happy new year;

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