World of Xoth Campaign (PFE1 Variant/House Rule)

Game Master ALLENDM

Player Resources

Elephant in the Room Feat Tax Document
Making Craft Work 2010
Magic Item Crafting
World of Xoth House Rules
New Combat Maneuvers - 4 Winds RPG
Allowed 3rd Party Combat/General Feats

Player Resource's Folder

Maps and Images
City of Dipur Map


1 to 50 of 459 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Thread is now open.


first of all, thanks for the invite, I've been trying to figure out how to get in a Xoth game for a while now.

So in recruitment

ALLENDM wrote:
So I included the automatic bonus progression through the Training method (Spend Treasure). I didn't add all the automatic bonus progressions but instead built a model that will benefit each character. I am not to big on the magical attunement=(armor/weapon) in this genre. Magic items and magic are simply rare and there will be opportunities to find these items.

I thought the purchasable 'training' in the xoth rule book was a cool way to bridge the gap to balance similar to ABP and thought you adaptation was solid.

I really like the addition of the other 'races' did you write them?

Stoked to see who else you select, I read through the applications and really enjoyed it. I've actually earmarked some of the authors people mentioned to check my on-line library to see if they have any of the authors noted.


Robert Henry wrote:

first of all, thanks for the invite, I've been trying to figure out how to get in a Xoth game for a while now.

So in recruitment

ALLENDM wrote:
So I included the automatic bonus progression through the Training method (Spend Treasure). I didn't add all the automatic bonus progressions but instead built a model that will benefit each character. I am not to big on the magical attunement=(armor/weapon) in this genre. Magic items and magic are simply rare and there will be opportunities to find these items.

I thought the purchasable 'training' in the xoth rule book was a cool way to bridge the gap to balance similar to ABP and thought you adaptation was solid.

I really like the addition of the other 'races' did you write them?

Stoked to see who else you select, I read through the applications and really enjoyed it. I've actually earmarked some of the authors people mentioned to check my on-line library to see if they have any of the authors noted.

Thanks, I like the ABP but i was really wrestling with the AC bonus to be honest with you....DODGE, DEFLECTION, AC so I opted to go with two variation so that DEX and STR martials had some options.

I might add in FEAT and/or SKILL training to add an additional feat or ranks in a skill...maybe add a non-class skill into a class skill. Not sure yet but I was throwing it around and have not decided on it yet.

No, I didn't want to make something up if there was already canon on it. I found that information in the X adventures and just added it. We will need to flesh it all out.

Yea, I have really wrestled with the whole submit a character to play model. I am not a fan of it and it really doesn't allow me to get to know a player... THis is a baby step towards that...and I have really enjoyed reading what was submitted. I did the same thing with the books, authors, and movies/series so that was a big plus. The one thing I liked was letting the player pick out posts, characters, and stories they were proud of and I really enjoyed reading them.

Jack


I like the concept of the ABP, the highest I've played a character using it was 6th level so I don't know how it pans out higher. But I also like the changes Xoth made in the Introduction and thought the "Treasure should be spent" adjusting abilities, armor class and saving throws made sense. That's why I asked about that part early in the recruitment. I think your 'house rule' on it accomplishes the same thing.

As for Feat/skill purchasing, don't make it harder on yourself, you've covered the basics of ABP and the "Treasure should be spent." No reason to upset balance if your using a premade module.

This is my first time participating in this type of application, I've seen where GM's asked for similar information along with a fully built character and it got a little tedious. Here, I thought everyone who filled out the information sounded interesting, seemed like a difficult decision.

I also like working out the group dynamic together. Have you decided if your doing two, three or four characters?

Seems like any could work, though I keep going back to a trio: a bruiser a sneak and a mystic. The other minor rolls can be split up depending on what type of characters are played. It would be nice if the group can cover ranged, diplomacy, survival, knowledge, etc. But most of those can be any of the three depending on what type of character is played, So as long as we don't get too much overlap it could work really well. ie, if the sneak is a charismatic rogue, the mystic should play something focused on wisdom instead of charisma, that sort of logic.

So we have some canon on the northern and eastern races, makes sense, since they had a map.

I like the idea of a Northern warrior, just to fit the 'trope' like Conan and Fafhrd or the cover of the the silver warriors by Moorcock, or for that matter vikings in general. That's why I asked if you knew where we were starting.

Happy to wait and see what everyone wants to play, I have several ideas, all of them can be tweaked a little to fit group needs...

Grand Lodge

Is the rapier a thing? Either in its traditional FRP form or in a reskinned format (as a Jian style sword). I am thinking a Taikangian Swordmaster (aka Swashbuckler)... it can fit the sneak/diplomat and be a Mouser to a Fafhrd.

It's shaping up to be an epic game


I want this to stay pre-medieval/ancient/pre-ancient. I am ok with the Taikangian Swordmaster.


ninja'd by the GM Hey Jack, do you mind if we call you Jack?

Hey Helaman welcome aboard!

a Taikangian swordmaster aka Swashbuckler cool! Have you started looking at languages yet, they will become an issue! Have you thought about whether your character will handle ranged attacks? Is it something that will be a secondary attack or non-existent?

I had intentionally not focused hard on characters. Was looking at three possibilities. The broad brushstrokes: either a northern warrior, a big city knife wielding thief or a savage mystic. The class, race and style would depend on what the others wanted to play.

In general my character/playing preference would be melee first then skill characters then casters.

So if Helaman has sneaky and diplomatic covered, that leaves two options...

oh, by the way, love Fafhrd and the grey mouser...

edit:Helaman what are the plans on handling disable device?

Liberty's Edge

Male Historian/Curator

HI Guys!! Thanks again Jack for adding me to this game! Do we have some ideas as to what we are looking to play?? I truth I am up to any class...they will all be awesome!

Grand Lodge

Robert Henry wrote:

ninja'd by the GM Hey Jack, do you mind if we call you Jack?

edit:Helaman what are the plans on handling disable device?

All rogues allow you to do is disable magical devices.

Sooo... either a) we don't sweat the magical angle b) The DM lets us take the thematic trait that allows tomb robbers to disarm a magical trap or c) Spread the joy by multi classing/cross class skilling or d) If it's magical traps? Our mystic would be thematic for the relevant dip/trait investment... curse breaking, if you will.

I could go Jairanian if I want to go Swashbuckler with a scimitar... I just like the Taikangian cultural angle and know enough about that part of the real world to let it flavour the RP


All,

Daniel Stewart as accepted as well.

So we need to figure out where you would like to start off at. Since you will be starting at 2nd level that means the three of you will know each other through some small adventure you completed prior to the moment you started.

Jack

Grand Lodge

ALLENDM wrote:


So we need to figure out where you would like to start off at.

Geographically?

I'll take a point in linguistics so match up with whoever.

The question is will the initial plot be urban based? Or wild frontier based?

Also how do we make our coin? Caravan guards? (Not a bad angle... takes us everywhere), bodyguards? Mercenaries? Or are we freebooting treasure hunters and ne'er do wells?

If we're robber/thieves? Where's the good stuff at? ;)


Helaman wrote:
ALLENDM wrote:


So we need to figure out where you would like to start off at.

Geographically?

I'll take a point in linguistics so match up with whoever.

The question is will the initial plot be urban based? Or wild frontier based?

Also how do we make our coin? Caravan guards? (Not a bad angle... takes us everywhere), bodyguards? Mercenaries? Or are we freebooting treasure hunters and ne'er do wells?

Yea Geographically, what is everyone's preference? I am open to the starting location and it doesn't have to be in a city.

Lets do this...

What does everyone want to play? Race, class, sex...don't worry about the mechanics right this instance. What do you want to play individually? Lets get the group formed and functional. From there lets pick a starting point. You should cover the basics but don't let that stop you from picking something that you want to play. If we have three rogues or three fighters so be it.

At that point get your characters together and get the mechanics completed and then let me know a background concept and I will offer two quick sentences to help the background along or fill in a piece of the puzzle.

From there we need to fill in the blanks of your 1st to 2nd level background.

Jack

Grand Lodge

Foreign asiatic swordmaster... Civilised, Swashbuckler, Male. Exile from homeland. Polite/diplomatic and maybe a little finicky. Noble in ideals... but... poorly executed in day to day living :D


Helaman wrote:
Foreign asiatic swordmaster... Civilised, Swashbuckler, Male. Exile from homeland. Polite and maybe a little finicky. Noble in ideals... but... poorly executed in day to day living :D

Got it. That will be fun.

Liberty's Edge

Male Historian/Curator

Ok, I have a bunch of different ideas

A Khazistani archer/rogue - a Subotai-like character
A Susrahnite mage/priest - a 'good' version of Thoth Amon
A Nabastissean soldier - a Hector/Jason-like greek warrior

Grand Lodge

All great!

Is it only feats in the EitR rule set? Specifically I'm looking for Fencing Grace/Dex to Damage

The one background point per level after 1st is fiddly In Herolab

Grand Lodge

Oookay. Will I be playing a swashbuckler? Yes. It will be as above too.

But I'm looking starting as an unchained rogue.

Why?

1. The Elephant in the Room/Unchained Rogue ruleset fits MOST of what I want from it. Including Dex as damage etc. at level 3. I don't see any other way for Dex as damage.
2. Xoth doesn't really seem to fit Swashbuckler as written, particularly at lower levels. This reduces additional GM rulings.
3. It will be exciting to "improve" into the parry/reposte etc mechanics as he grows... It will almost be like a prestige class. I'm hoping this will be a long running game and this would awesome to see as he grows to mastery.
4. Disable device:)

Still playing around to see what works.

I particularly want to take improved unarmed strike... fits the martial arts student to master thing. I am particularly reminded of Crouching Tiger Hidden Dragon where the protagonist was an amazing swordswoman, But could martial arts with the best of them.

By NO MEANS finished... just a snapshot:

-Name Pending
Male human unchained rogue 2 (Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 19 (2d8+6)
Fort +2, Ref +7, Will -1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d6+1/18-20) or
unarmed strike +5 (1d3+1)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 13, Wis 9, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats Amateur Swashbuckler[ACG], Improved Feint (Deft Maneuvers), Improved Unarmed Strike, Weapon Finesse
Skills Acrobatics +9, Appraise +5, Bluff +7, Climb +5, Diplomacy +7, Disable Device +7, Escape Artist +8, Handle Animal +3, Intimidate +6, Knowledge (local) +5, Knowledge (nobility) +2, Linguistics +5, Lore (Styles of Swordsmanship) +5, Perception +4, Perform (wind instruments) +6, Ride +5, Sense Motive +4, Sleight of Hand +8, Stealth +8, Swim +5; Racial Modifiers derring-do
Languages Bhangari, Taikangian
SQ rogue talent (combat trick), trapfinding +1
Other Gear rapier, 130 gp
--------------------
Special Abilities
--------------------
Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Feint (Deft Maneuvers) +2 on disarm/trip, feint as a move action, no attack of opportunity
Improved Unarmed Strike (Unarmed Combatant) Unarmed strikes don't cause attacks of opportunity, and can be lethal. 1D6 Damage, Always considered armed, +2 bonus on grapple attempts.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Civilized Savages and nomads eventually gather together to cultivate the land, build great cities, develop trade, and study medicine, mathematics and languages. In the civilized lands dwell noble knights, wise kings, and learned sages — as well as greedy merchants and cunning thieves. Civilized people have the following cultural traits: Ability Adjustment:+2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature. Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level. Frail: Civilized people have a -2 penalty to saving throws against poison and disease.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

The archetypes work with unchained rogue.

That said, the Swashbuckler archetype gives martial weapon proficiency. That becomes a weapon group proficiency or can it be something else?


Welcome Daniel!

Helaman I like the tweaks to your swordsman.

I know the GM said we could all be in one class and he didn't mind, But it would probably make my brain explode. I assumed we would do some type of Melee, Skilled and caster trio. Daniel's three basic 'character types' are similar to mine, since Helaman has the 'skilled' nailed down tight. My two other ideas were a Northern warrior or a savage mystic.

If I were doing the 'mystic' I would go either Druid or witch, only because they can select spells each day from a large list, instead of having a limited number of spells to select from. I also thought "going through the ritual to prepare spells" was more thematic than just being able to cast instantaneously.

If doing the Northern warrior, the class and skills would vary to fill whatever gaps we needed. I really like a couple of the 'races' from the north so I would select from one of them. If a barbarian type probably a Hill-Man of Natla, If a fighter type probably a White man of Yg. If a Ranger type I would go with a switch hitter from Zamar.

Daniel, in all honesty I would rather play a Melee character a little more than a caster, If you want to build your Susrahnite priest that would be awesome. If not I will build a pict druid or witch.

With Helaman's Taikangian and my northman (or Pict) we will need to spend our first level traveling. If Daniel wants to travel as well we can be anywhere, If he would rather focus in on his location, we travel to Susrah or Nabastis

Hhmmm, I just noticed Helaman has been posting for several hours, do you mind If I ask what time zone's you all are in and when it's most likely you'll be posting?

I'm in central Ohio, EST so UTC−04:00, I Generally check the boards all hours of the day, but go to bed early, well early for me, now around 10:00 EST. When I started on the boards I worked third shift and posted at night. Due to my mom having advanced dementia we moved her in with us, so I presently don't work, staying home to take care of her.

Liberty's Edge

Male Historian/Curator

Being the mystic is fine with me! So having a Northern Warrior, an Eastern swordmaster/thief and perhaps a southern mystic (Yar-Ammonite maybe?)

I think a character that calls upon both divine and arcane magic would be pretty cool. I see him (or her) as a scholar of one of the great churches who uses his knowledge of ancient science and devotion to his/her god/goddess.

I am in Northern Alberta Canada, so MST (GMT-6)


nice,

Yar-Ammon is a great idea. Would you be traveling or would we find you there looking for assistance?

So when you say 'mystic' what class are you thinking? If your doing both divine and arcane it sounds like 'witch' which would be intelligence based. At four skill points plus intelligence.

If I do fighter I'm considering the 'Tactical' archetype, for the increase in skills. It looks like Ranger will help with the survivals skills and ranged and the 'spell-less ranger from Kobold press is the bomb.

Hey Jack, if I go with a Hill-Man of Natla, and wanted to do 'bloodrager' what kind of bloodlines do you think would be thematic?

Also, what is your opinion on the Broken back Seax? I love the idea of a seax, but this write up seems awfully cheesy.


Robert Henry wrote:

nice,

Yar-Ammon is a great idea. Would you be traveling or would we find you there looking for assistance?

So when you say 'mystic' what class are you thinking? If your doing both divine and arcane it sounds like 'witch' which would be intelligence based. At four skill points plus intelligence.

If I do fighter I'm considering the 'Tactical' archetype, for the increase in skills. It looks like Ranger will help with the survivals skills and ranged and the 'spell-less ranger from Kobold press is the bomb.

Hey Jack, if I go with a Hill-Man of Natla, and wanted to do 'bloodrager' what kind of bloodlines do you think would be thematic?

Also, what is your opinion on the Broken back Seax? I love the idea of a seax, but this write up seems awfully cheesy.

I am fine with the broken back dead. I updated the house rules so there are sorcerer bloodlines on it. That should point you in the right direction as far as theme.

I am working on the Armor and Arms.

Jack


I am in North Texas so central time. I do a lot of work with our APAC and UK teams so I am used to weird hours at times.

Jack

Liberty's Edge

Male Historian/Curator

I was looking at the Kobold Publishing class of Theurge as the possible base for my character. I can copy all the relevant info to you if needed, or if you would rather I not go that route, I am fine making a duel class arcane/divine spell caster...


ALLENDM wrote:
Robert Henry wrote:
Also, what is your opinion on the Broken back Seax? I love the idea of a seax, but this write up seems awfully cheesy.

I am fine with the broken back dead. I updated the house rules so there are sorcerer bloodlines on it. That should point you in the right direction as far as theme.

I am working on the Armor and Arms.

Jack

Dead? I hope that means the way it is :)

Not sure I'll use it, but a two weapon image I like is axe and shortsword, for a northerner a Seax in my mind is the preferred choice of shortsword, my only concern is specializing in a weapon that can only be found in my home town... Both an axe and seax infers a warrior but not rich or a noble due to how hard swords are to make/purchase.

So Theurge is int. based and won't be doing any survival type stuff like a druid would. So we need outdoor stuff covered. So bloodrager or ranger. I'm going to look at bloodlines, though I'm really leaning toward a ranger from Zamar who heard there was gold to be earned in the soft southern countries.

Jack would you look at the Easterlings? Write me up a little more info?

In my minds eye I'm picturing a Rus, someone very Nordic because of the farming and then sailing rivers and inland seas. He could drop south and then head west in the same caravan with a Taikangian. Possibly share a language. Going ranger, I'm wondering if he could be riding one of the compact, powerful, long-haired horses which at fourth level would become his animal companion.


I have updated the house rules and included more updated information on the Hill-Men and the Zamarians.

I have also updated the armor and arms.

Make sure you understand the Wound Thresholds and Vitality Thresholds. This will help to speed up combat but will make this a bit treacherous. Vitality Thresholds will be a little more forgiving on ability damage on the front end but big hits will have a big impact on the character. Also poison is very dangerous in this world... Daniel has some experience with the Wound Threshold option.

We can modify those races a bit. I modeled the Hills-men after Cimmerians...I mean you have to have a Cimmerian :)

Jack


So really digging the hill menCimmerians but you went and made one of the Zamarian gods 'the moon'... Every time I see a moon god or goddess I think of Crummock-i-Phail from Abercombies "First Law" trilogy.

Makes me want to tell someone their "beloved of the Moon."

Thanks for the info, still debating between the two. So armor that was around first century to ninth century good? Wonder specifically about chain shirts, scale mail and chain mail.

Still processing the the Wound Thresholds and Vitality Thresholds but will have a solid understanding before we start, just focussed on characters right now.

Is Daniel going to be able to play a 'theurge' from Kobold publishing?

Edit: Sorry what languages do the hill men and Zamarian speak?

edit#2 Can dwarven axes be renamed and be a thing? Love to see a Hillman with a 'double waraxe'


Robert Henry wrote:

So really digging the hill menCimmerians but you went and made one of the Zamarian gods 'the moon'... Every time I see a moon god or goddess I think of Crummock-i-Phail from Abercombies "First Law" trilogy.

Makes me want to tell someone their "beloved of the Moon."

Thanks for the info, still debating between the two. So armor that was around first century to ninth century good? Wonder specifically about chain shirts, scale mail and chain mail.

Still processing the the Wound Thresholds and Vitality Thresholds but will have a solid understanding before we start, just focussed on characters right now.

Is Daniel going to be able to play a 'theurge' from Kobold publishing?

Edit: Sorry what languages do the hill men and Zamarian speak?

edit#2 Can dwarven axes be renamed and be a thing? Love to see a Hillman with a 'double waraxe'

If you have suggestions on the Zamarian gods I am all ears. Will update with languages shortly.

I have no issue reskinning weapons. Let’s do this NEW NAME(old name). What weapons would you like reskinned?

I don’t have issues with chain shirt or scale mail of chain mail. Field and Full plate no go. Half plate and plate are going to be rare.

Grand Lodge

1 person marked this as a favorite.

Sydney Australia here... buuuut I start work 1-4am most days. Rail worker. Fortunately the Trains allow me time to post. I then go home, nap, rise and eat then sleep again. Upshot? I post in US and Australian TZ.

Guys I'm happy to take Trap disarming on but do we want/need magical trap disarming? If yes then I'll invest in either know: Arcana or Spellcraft or Lore: Magical Trap Theory otherwise it just seems out of place in a low magic world where that sort of thing would be rare.

If we don't want it? I could use that class feature to trade in for something else.

Personally I like Magical Traps being a big "don't f~&$ with wizards" thing.

Grand Lodge

ALLENDM wrote:


If you have suggestions on the Zamarian gods I am all ears. Will update with languages shortly.

I have no issue reskinning weapons. Let’s do this NEW NAME(old name). What weapons would you like reskinned?

I don’t have issues with chain shirt or scale mail of chain mail. Field and Full plate no go. Half plate and plate are going to be rare.

I'll look into Eastern gods but king of hell is thematic as, well, hell... I'm sure there are others I can throw on the table... primitive nasty ones.

I do have a few skill points unspent. I can spend a second linguist point for a 2nd (or third) extra language if need be.

Rapier/reskinned as Chinese Jian Blade is more or less me

Edit: What's the word on the Swashbuckler rogue... the Swashbuckler archetype gives martial weapon proficiency. That becomes a weapon group proficiency or can it be something else?

Edit edit: What's starting gold etc?

Liberty's Edge

1 person marked this as a favorite.
Male Historian/Curator

I agree Helaman. It helps retain the 'mystery' of magic for the masses...and it would not happen that often, I would think...just in those places where users of magic are located...maybe??


1 person marked this as a favorite.

ninja'd by a lot of people...
No, No, No, I like 'the god of the Moon' :)

Assuming Daniel is going with a caster relying on Intelligence instead of a druid, I will play either a Zamarian ranger or Hillman barbarian(may be a bloodrager if I find a bloodline fitting a Hillman)

So putting together a skeleton of both. May end up deciding on how the skills pan out, 6 for the ranger, 5 for the barb/BR.

If I were picking weapons to be reskinned it would be the dwarven axes, call them Hillman axes... especially since the image of the Hillman in the 'official guide' is carrying a double axe one handed :)

Hmmm, any chance we could get skill on those axes as part of the race :)

In a low magic game I think 'magic trap disarming' is a little out of place.

Grand Lodge

1 person marked this as a favorite.

Addendum: Like the Grey Mouser, my downfall... and entry into crime is going to be a woman :) I WAS a nice, humble, respectful law abiding martial arts student... then this girl offered me unearthly worldly delights that my Master always warned me about, and said my acrobatic skills would be great to help us make our way in the world by making up to high windows and rooftops. Then she showed me how to pick locks... and pockets... *facepalm*... Yeah, I've fallen some.


So I'm really considering a 'Hill Man of Natla' Savage Bloodrager Steel blood/Primalist Bloodline, Vestige

Mechanically he would take background skills: Military and linguistics.

He would leave his home because people were afraid of him. Things that caused that discomfort: he would remember battles that happened before he was born (military) He would know words of languages he never learned (linguistics) Unlike his tribe he would be comfortable in armor, (steel blood) and when he raged he would look like Conan an ancestor from a different time.(vestige)

Any opinions?

Grand Lodge

Sounds good... familiar with the comic 2000 AD? Slaine?

https://en.m.wikipedia.org/wiki/Sláine_(comics)

2000 AD slaine warp spasm

He'd warp spasm out and mutate/grow etc.

That would explain stuff like Enlarge Person, Bull Strength etc

Some Chinese gods:

Throughout Chinese mythology, there have been two distinct figures that were traditionally seen as the ruling deity. The first was Shangdi, also known as the Supreme Emperor. Shangdi had originally been a tribal god of the Shang and the Zhou peoples. As both groups rose in prominence, Shangdi came to be seen as the preeminent god throughout China. He was associated with the sky and heavens, and was also seen as ruling through agents and intermediaries which would do his bidding. However, as time passed, Shangdi came to be usurped, and absorbed, by Yu Huang, the Jade Emperor. Yu Huang came from the Taoists and is seen as the supreme ruler of all levels of the world. On his birthday, it's thought that Yu Huang will judge each person by the deeds and actions over the preceding year. He was viewed as an ideal Emperor who ruled the world through the lesser gods who gave him advice and carried him news and requests from human beings.

The Shang period is as early as 1600BC... too late period wise? Otherwise we just go to demons and dragons :)


I am not familiar, sadly I sold my comic book collection in '82 to buy wedding rings and never looked back...

However I will look at the article :)

The war memory thing came a little from Matrim Cauthon in WoT, and the idea of it weirding people out from Paul's little sister Alia in Dune.

Now just need to figure out how to get my hand on some of those dwarven Hill Men Axes...

Edit: so should we call our Thunder God Ukko, instead of Crom? Cool article, thanks for sharing.

Grand Lodge

It would be cool either way... check out the images on google for a Slaine warp spasm... messed up stuff.

I checked out the archetype.., VERY thematic and flavourful.

Grand Lodge

Robert Henry wrote:


With Helaman's Taikangian and my northman (or Pict) we will need to spend our first level traveling. If Daniel wants to travel as well we can be anywhere, If he would rather focus in on his location, we travel to Susrah or Nabastis

I can start anywhere... I'm a wanderer, an exile in fact. "After 5 years roaming these lands, Why the 1000 hells did my Master choose to die in (location X) I'll never know!"

I have two additional language slots so fitting into a particular place or speaking a particular language will never be an issue.

========

We levelled up together to 2. We were likely 1st before we met.

========

At level 0 I was a disciple/student.

Master dies, meet fem fatale - become thief/burglar.

Ding! Level 1.

Girl leaves/dies/betrays me.

Meet some absolute mad lads (that's you lot)

Live through a dangerous situation by skin of our huge hairy balls.

Ding! Level 2...

And now ? Maybe living/dealing with the fallout (which may or may not, include whoring and similar debauchary thanks to the loot we found)

Grand Lodge

Is this archetype rogue - NORMALLY Tengu - up for grabs?

It fits my martial arts theme...

Swordmaster (Rogue; Tengu)


Just realized my links were messed up: so,Class:Bloodrager Archetype: Steel blood/Primalist Bloodline: Vestige


Helaman wrote:
Robert Henry wrote:

With Helaman's Taikangian and my northman (or Pict) we will need to spend our first level traveling. If Daniel wants to travel as well we can be anywhere, If he would rather focus in on his location, we travel to Susrah or Nabastis

I can start anywhere... I'm a wanderer, an exile in fact. "After 5 years roaming these lands, Why the 1000 hells did my Master choose to die in (location X) I'll never know!"

I have two additional language slots so fitting into a particular place or speaking a particular language will never be an issue.

Live through a dangerous situation by skin of our huge hairy balls.

Ding! Level 2...

And now ? Maybe living/dealing with the fallout (which may or may not, include whoring and similar debauchary thanks to the loot we found)

Works for me, let's assume we met somewhere north and east, then we can move to where ever Jack wants us to be by the beginning of second level.

I will keep linguistics as the constant background skill for a bit. So starting languages and two more.

Jack, will the hillmen know two or three languages? I know Natla, what would be the others?


Helaman wrote:

Is this archetype rogue - NORMALLY Tengu - up for grabs?

It fits my martial arts theme...

Swordmaster (Rogue; Tengu)

Hey tengu's are an Asian folklore, of course your character may have to look more like this than this, since Tengu's are Japanese folklore.

Grand Lodge

Robert Henry wrote:
Helaman wrote:

Is this archetype rogue - NORMALLY Tengu - up for grabs?

It fits my martial arts theme...

Swordmaster (Rogue; Tengu)

Hey tengu's are an Asian folklore, of course your character may have to look more like this than this, since Tengu's are Japanese folklore.

Meh... Distinctly Samurai culture was a late development... Early Japan was massively Chinese influenced :)

In any case I want the flavour and mystic swordsman angle... and survival as a class skill


Daniel Stewart wrote:
I was looking at the Kobold Publishing class of Theurge as the possible base for my character. I can copy all the relevant info to you if needed, or if you would rather I not go that route, I am fine making a duel class arcane/divine spell caster...

Theurge will work.


Helaman wrote:
Addendum: Like the Grey Mouser, my downfall... and entry into crime is going to be a woman :) I WAS a nice, humble, respectful law abiding martial arts student... then this girl offered me unearthly worldly delights that my Master always warned me about, and said my acrobatic skills would be great to help us make our way in the world by making up to high windows and rooftops. Then she showed me how to pick locks... and pockets... *facepalm*... Yeah, I've fallen some.

Nice...


Robert Henry wrote:

Just realized my links were messed up: so,Class:Bloodrager Archetype: Steel blood/Primalist Bloodline: Vestige

I am fine with this setup.


Helaman wrote:

Is this archetype rogue - NORMALLY Tengu - up for grabs?

It fits my martial arts theme...

Swordmaster (Rogue; Tengu)

I am ok with this but you will need to work into your background that you were taught this as a young boy in an ancient mountain temple by a lost/secret order of monks. You could have been an orphan living on the streets an a traveling monk saw something in you and took you back to the monastery...the trip from the small village to the mountain monastery was a lesson in itself.

Just banging stuff around in my head...

or we could do something like the movie 47 Ronin...with the Tengu being a lost race hidden far away in forest filled mountain where families leave their dying relatives or those that wish to die come. The Tengu have a hidden temple there...they would not be the Tengu of PF...but more like 47 Ronin...That sticks with the Sword & Sorcery theme.

Liberty's Edge

Male Historian/Curator

Ok..so I have given this some thought and I am not sure if this will fit, but I do like the idea. I am looking at a duel class Arcanist/Priest (also new from Kobold publishing). A priestess from Yar- Ammon who, for whatever reason, was chased out of her Temple (of Bastet) and forced to flee assassins. She has travelled North to get away from those hunting her, with only her trusty, goddess-given companion Tefnut (Quadroped eidolon - lion-shaped). She could run into the guys while trying to escape yet another group of temple assassins?? Also what language should we all try to have...she has 5 or so..

Below is a very rough crunch outline of the character...

Isa:

Ra Isa Maat
Female human arcanist (white mage) 1/priest (guarded priest) of Bastet 1 (New Paths Compendium Expanded 13, 88, Pathfinder RPG Advanced Class Guide 8, 79)
N Medium humanoid (human)
Init +2; Senses Perception +5
Aura arcane beacon
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (2d6+1)
Fort +0, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/7), consume spells
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—speak with animals (4 rounds/day)
Priest (Guarded Priest) Spells Known (CL 1st; concentration +4)
. . 1st (3/day)—bless[D], bless, cure light wounds
. . 0 (at will)—create water, guidance, mending, stabilize
. . Domains Animal, Magic (Arcane[APG] subdomain), Community (Family[APG] subdomain)
Arcanist (White Mage) Spells Prepared (CL 1st; concentration +4)
. . 1st (3/day)—mage armor, magic missile
. . 0 (at will)—detect magic, ghost sound (DC 13), light, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 17, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Extra Evolution[UM], Extra Reservoir[ACG]
Traits charming, world traveler
Skills Bluff +0 (+1 vs. characters who could be attracted to you), Craft (alchemy) +7, Diplomacy +6 (+7 vs. characters who could be attracted to you), Heal +8, Knowledge (arcana) +8, Knowledge (history) +7, Knowledge (religion) +8, Linguistics +7, Perception +5, Profession (astronomer) +7, Sense Motive +8, Spellcraft +8
Languages Custom Language, Khazistani, Nabastissean, Yar-Ammonite, Zadjite
SQ binding ties, bonded symbol (Sistrum), guardian, spontaneous healing
Other Gear arcanist starting spellbook
--------------------
Special Abilities
--------------------
Arcane Beacon (6/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Binding Ties (1 round, 6/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Bonded Symbol (Sistrum) (Sp) Bonded holy/unholy symbol can be used to cast prepared cure/inflict spells at a distance.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Guardian Gain divine or profane protector.
Priest (Guarded Priest) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Priest (Guarded Priest) Domain (Arcane)
Priest (Guarded Priest) Domain (Family)
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Healing (Cure Spells) (Su) Spend reservoir points & slot to cast any cleric cure spell.

--------------------

Tefnut CR –
Quadruped
N Medium outsider (agathion)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0; +4 bonus vs. poison, +4 bonus vs. petrification
Resist electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+3), 2 claws +3 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (bite)
Skills Acrobatics +2 (+6 to jump), Climb +6, Perception +4, Stealth +6, Survival +4
Languages Yar-Ammonite
SQ agathion save bonus
--------------------
Special Abilities
--------------------
Agathion Save Bonus +4 to save vs. poison and petrification.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.


Daniel Stewart wrote:

Ok..so I have given this some thought and I am not sure if this will fit, but I do like the idea. I am looking at a duel class Arcanist/Priest (also new from Kobold publishing). A priestess from Yar- Ammon who, for whatever reason, was chased out of her Temple (of Bastet) and forced to flee assassins. She has travelled North to get away from those hunting her, with only her trusty, goddess-given companion Tefnut (Quadroped eidolon - lion-shaped). She could run into the guys while trying to escape yet another group of temple assassins?? Also what language should we all try to have...she has 5 or so..

Below is a very rough crunch outline of the character...

** spoiler omitted **...

My big concern here is the eidolon...I am not sure that sticks with the Sword and Sorcery theme. I initially did not include Summoners in the PC races as that is something I wanted to place outside of PC's.

One thing I want to stress is that there is no real difference between arcane and divine magic... I made this comment in the House Rules under Sorcery:

"Magic in the world of Xoth is subtle, dark, and dangerous. Conjurations, Enchantment, Illusions, and Necromancy along with Divination make up the bulk of the spells in the World of Xoth. Casting a spell is through force of will and taping into one’s life force and empowering a spell. There is no difference between arcane and divine magic instead all magic is arcane in nature and is empowered by the user throw secrets revealed in lost tombs and in ancient rituals handed down from one acolyte to another."


Helaman wrote:

Sydney Australia here... buuuut I start work 1-4am most days. Rail worker. Fortunately the Trains allow me time to post. I then go home, nap, rise and eat then sleep again. Upshot? I post in US and Australian TZ.

Guys I'm happy to take Trap disarming on but do we want/need magical trap disarming? If yes then I'll invest in either know: Arcana or Spellcraft or Lore: Magical Trap Theory otherwise it just seems out of place in a low magic world where that sort of thing would be rare.

If we don't want it? I could use that class feature to trade in for something else.

Personally I like Magical Traps being a big "don't f$%! with wizards" thing.

My thinking as well..magical traps will not be the norm...They will be something found in lost and ancient places or in a sorcerer's tower...but that is it.

1 to 50 of 459 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / World of Xoth Campaign (PFE1 Variant / House Rule) Discussion All Messageboards

Want to post a reply? Sign in.