The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


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So far we have a few possible players.

I'll toss up some extra clarification at this time:

1. For "Favored Enemy" as there are no "races" such as Elves and Dwarves, only variations of Humans (for the most part; there's also magical plants, undead, and other things to come, but that's later) generally instead of choosing "Favorite Enemy: Dwarf" or "Orc" or "Goblin" - you'd pick "Favorite Enemy: Barbarian" (for example). This gives some diversity in the type of humans there are. It also allows for the usual tropes such as Civilized Men sneering at Barbarians, or Decadent Priests being distrusted by nearly everyone but possible Nobles, and so on.

2. There are many archetypes that avoid Ranger Spells; however, it is worth noting that a standard Ranger who gains spells can still be found in this game; however, the Spell List is rather limited. So if you're looking for many of the usual Ranger Spells, you will have access to many options, but not as much as you think.

3. Magical Gear is not an option to start with (per se). While there is magical goods and gear, those players who start on Level 4 shouldn't expect to simply have the standard bonuses that Wealth allows - that is; while it's possible that you may in time discover enchanted items in your travels, don't assume you can just start with a +1 Bastard Sword and a +1 Ring of Protection - also; keep in mind that while most GM's don't pay much attention to the weight of wealth (as in; how much does 1,000 GP weigh when calculating carrying capacity) I keep things like that around to keep things feeling more realistic - so other issues such as Heat Stroke in the desert, or difficult terrain in the desert; or making sure you have the means to feed/water your mounts on long journeys - while somewhat dull on the one hand - helps to keep players from simply using standard Magic Boons to negate opportunities for good RP.

That being the case, the players have already acquired some magical/enchanted items during their travels - once you finalize your concept talk to me about what sort of magical gear you'd like for a level 4 player and we can work out a concept that fits with your idea as well as fits with the flavor of the game.

4. Good RP is a huge issue; I expect my players to post frequently - at least once a day - and to interact with each other. If players go several days without posting, or are not used to posting at least once a day (barring weekends and holidays - and if something comes up at least send us a line on Discussion to let us know) then this may not be the game for you; but I hope it is - good Social RP is, to me, a great part of any game.

With that in mind, try to make sure your concept gels with what we already have. In short; I prefer that the party works well together; having inter-party conflict is something I don't care for as it ends up being a problem in the long run (at least, so I've discovered).

5. The game is rough and gritty. The player we lost recently informed me that the reason he stopped playing is because during a mission when we saw some Decadent Slavers abusing their slaves at an oasis, some of the players attacked the slavers and killed them and their guards during the night - he told me that playing such a cold-blooded killer felt extremely uncomfortable to him and he couldn't continue to play such a game because it presented him with a moral conundrum. If the sort of casual violence and action found in old Conan stories is not to your taste, this may not be for you.

6. Despite all of this the pace moves quick. It has been suggested that the party barely met before they were fleeing a city; then met a new player at the feet of mountains who was examining a massacre; then they were assailed in canyons leading through the mountains - then they encountered trouble at the tavern/gatehouse on the other side of the mountain pass; then they found a caravan which was slaughtered in the desert and picked up a new NPC - then they were assailed by a demonic undead-Djinn during their trip in the desert; then they found an oasis and slew the slavers there and rescued the slaves and got some loot - then they reached the city and here we are.

All of that happened during a trip that lasted barely a month of In-Game play. I found it a fairly good pace, but it could be a bit intense for those not used to so much action. If you're looking for action, though, this may be the game for you.

7. At this time we're at the house of the current employer. He's hired these folk as bodyguards and now that he's reached his destination he hoped to be warmly received by the owner of the mansion; but the owner is absent. Being that he was expected he has elected to take up residence in the house and hired the PC's to continue to function as his bodyguards and "entourage" as he's trying to present a position of wealth and authority for when his host returns.

At this time the PC's are attempting to sell some lot they have acquired at some point in a rather large and important City State filled with many unusual people. This is the perfect place to meet them and join up with them - that is; when they attempt to sell their goods and gear - and that's something we can RP soon enough once we have some character submissions.

Okay - sorry for the lengthy post; I'm very curious to see what you all have to submit and if you have any further questions, please keep me posted!


I highly appreciate the detailed posts. Has definitely been helping me to brainstorm, as well as the players guide.

At this time I'm heavily leaning towards a nomad, but I've only narrowed down the heritage to a few locations. As to that end, I have a question for the GM as well as the rest of the current players: Would it be interesting to have another Tharagian in the party, possibly along the idea of somebody that escaped from his clans blood feud? It could potentially tie into some background with your gladiator, but if that doesn't seem particularly interesting or if you all would rather increase your diversity there's plenty of other nomadic cultures he could have come from.

Idea is very raw right now, just throwing some ideas at the wall.


I have no objection, and it could be an interesting concept.


@CampinCarl9127: I don't have a strong objection to another Tharagian. Tairin and Bjoern already linked their backstories - just before game started. Perhaps our gladiator will chime in on this subject soon. :)

Have you looked at the Shoma? +2 to Survival, +1 to all spear and bow attacks, +10 to land speed and Run feat... Could come in most useful. I understand you may want to get the +2 to STR from Tharagians ... it's just another option that could work nicely with the Nomad culture since tribal shomas tend to be nomadic. And especially since Nomads get a penalty to their land speed due to being 'bowlegged' (their land speed is only 20 feet).

This is a note for all prospective applicants: There is no Common tongue in Xoth, so the GM made Susrahnite the equivalent to the "Common tongue" to make communication between PCs easier in game. Please remember to include it in your list of languages if it doesn't come with your selected race/culture (even if you need to pick up a rank in Linguistics to gain it).


Ah, if Bjoern already has a linked backstory with another character I won't try to clutter that up too much than. But I will see what the others think before I fully decide.

Yes the Shoma are definitely on my list as a potential choice. However I am slightly confused on how the races and cultures (archetypes) work. Do you get to pick one of each? Or similar to how archetypes work with classes will the cultures replace the abilities of the race? For example would a typical Tharagian savage have a +4 to strength at character creation?

I appreciate the note on language, as that was another point of confusion for me.


The racial and cultural bonuses stack. So, a Tharagian Savage gets a +4 to STR (+2 from each).


Quick aside - I really dislike what is sometimes known as "Optimized" characters. I prefer well-rounded ones for multiple reasons. Therefore, your starting stats before any bonuses or penalties for Racial Modifiers cannot be lower than 10. So you might have an 8 in a stat if your Racial Archetype grants you a -2 to your stats; but no stat should start below 10.

Okay; that's all for now, I'm curious to see more of your character, though I should add that many adventures you go on will likely not have places for mounts, so that could be something to consider in the future.


Thanks Tairin!

Yes I am rather put off by optimization focused characters as well. I appreciate the clarification on starting stats!

Since the weekend is over and its 8am (locally) I'm going to start hitting the drawing board. There's a good chance I get the character completed today, or at the very least get some very significant work done on it.


No problem, CampinCarl9127! If you still want to link backstories with Bjoern (if you go down the Tharagian path) then I think that'll still be okay ... and probably give you a nice in if your character is put into play and comes to meet Bjoern and the others. :)

Silver Crusade

Monks chained or unchained please?


I humbly introduce Talar Drealev, a Khazistani Nomad still sore from a knife in his back.

I haven't completed his crunch yet, but he will be a ranger focused on archery and will have a horse familiar he will often ride while fighting. Out of combat he will be able to lead the party when it comes to tracking and survival, although I haven't fully decided on where the rest of his skill points will be going.

I should have the crunch up tomorrow, but I appreciate any and all feedback on the fluff!


@CampinCarl: I really got into Talar’s backstory and the loss and deceit around him. Nicely done. :) If you’re accepted in the game, it’ll be interesting to see how the two T’s (Tairin and Talar) get along.

Quote:

And he always speaks deliberately, loathing deceit and misdirection in himself as much as others.

Tairin’s quite the opposite - preferring cunning, subtlety and misdirection at times with her sweet, diplomatic words. She never quite says what she really feels or thinks. Ha! ;)

I look forward to seeing your crunch when it’s done.


Thanks Tairin!

Speaking of crunch, I'm just about finished. I had some mechanics questions though:

Rules Question:

1) The Khazistani Bow-Mastery feat, does it stack with the effects of point blank shot? Would somebody with both feats have a +1 to hit and +3 to damage within 30 feet?

2) The Susrahnite longbow, can it be used from horseback? In standard Pathfinder a typical longbow cannot be used from horseback, but a composite longbow can be. However it seemed the flavor of the setting drew a distinction between the massive devastating longbows of the Susrahnites and the small vicious shortbows of the Khazistanis, so I wanted to ensure I understood the intent of the bows. I'm sure that regardless Talar's main weapon will be a Khazistani shortbow since the flavor is much more appropriate, but I thought it might be interesting to have a Susrahnite longbow as a backup weapon for certain kinds of encounters.

3) The Nomad ability unpredictable, the wild card feat. It says it takes a standard action to acquire, persists for a day, and resets to empty after 8 hours of rest. Am I right to assume that this ability is intended to be used only once per day? Must it be used in the morning upon waking, or can it be also be used during any other part of the day? Also since it persists for a day but needs 8 hours of rest does that mean if sleep is interrupted the temporary feat will be lost until the nomad can get enough sleep?

4) Ranger spells. I generally understand the guidelines for what's appropriate and not, but I wanted to double check some of the spells I was considering. I know that artillery spells like fireball are way out of the question, but what about flashy but more targeted spells such as creating electric or flaming arrows or acidic bites? How about more subtle buffs like magic weapon, magic fang, or gravity bow? Although I think the magic restriction I may come closest to violating is convenience spells, since so many ranger spells are about helping to navigate and survive the wild. Spells such as hide from animals and endure elements and feather step come to mind.

5) Gear. I know to expect much less magical gear than a standard 4th level character. But how much wealth do I have to work with? And you suggested that we may start with a little bit of magical gear, so how would you want to go around starting that?

Advice Questions:

These are addressed to the other players just as much as the GM :)

1) What kind of favored enemies might be a good choice? From what I can understand my options are the 6 human cultures available (savage, nomadic, civilized, enlightened, decadent, and degenerate), but I'm not sure what to pick from among them. I suspect that savage, nomadic, and degenerate are the most common people that seem "evil", but also civilized seems to be a very broad category. Also are there other categories that might be good? I'm not sure what options are available in this setting, as I suspect it might not extend to all sorts of weird categories such as aberrations and constructs. Should I look at animals, or vermin, or undead perhaps?

2) What kind of favored terrains might be a good choice? This should be much simpler because I will likely take desert for now based on Talar's background, but what else should be considered?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I apologize for the wall of text, just a lot to think about :D

The crunch for the character is mostly done, with the exception of picking gear, favored enemy, favored terrain, and spell (yes, singular). Also the stats of his horse companion, although it will be a very vanilla companion.

Edit: Ah, I missed traits as well. Working on it now.

Any and all feedback is much appreciated! Talar Drealev


Alright I have finished his animal companion Ramul and have added traits. I found a very good one called principled that works with his aversion to lying and even gives him a penalty to bluff :D


This looks very cool. I'd like to throw my hat into the ring, depending on how soon recruitment is closing. It takes me a little while to nail down character concepts, and I don't want to hold anything up.

Just to clarify what I think was meant by an earlier post, the PCs get the regular human skill point and feat and the stuff from the human culture spoilers in the campaign tab? Deconstructing the current PCs, this seems to be the case, but I don't want to assume.


1. Khazistani Bow-Mastery [General]
Your skill with the composite bow is legendary.
Prerequisite: Dex 15; Point Blank Shot; must be trained by someone who already has this feat.
Benefit: You automatically gain weapon proficiency with the Khazistani shortbow. Furthermore, any hit within point blank range (30 feet) with this weapon deals an additional +2 points of damage.
Normal: The Khazistani shortbow is an exotic weapon which requires Exotic Weapon Proficiency (Khazistani shortbow).

So, Point Blank shot is a prerequisite for the above feat. And thus, according to the wording, the two stack (+1 to hit, +3 to damage only with composite Khazistani shortbow). Plus, it gives your character a proficiency in an exotic weapon (but only this particular weapon), which a ranger doesn't automatically have.

2. Longbow, Susrahnite: Two-handed exotic weapon (ranged); cost 125 gp; damage 1d10 (M); critical 20/x3; range increment 120 ft.; weight 4 lbs.; type: piercing. The archers of Susrah are famed for their mighty composite longbows, which can kill a man from great range. All Susrahnite longbows have Strength ratings.

From the flavour of the text of the Susrahnite long bow vs the Composite Khazistani shortbow - I would say that the longbow isn't designed for mounted combat, but long distance fighting from say atop a mountain peak or canyon or across a plain. Plus, you would have to gain a feat to use it as the Khazistani Bow Mastery is based on a particular weapon and does not include all exotic weapons.

3. Wild Card feat - Yes, it would be once a day and it would reset after a full night's sleep, much like a SLA or spells for the day. We generally get a full night's rest in game - so perhaps the point of not getting it reset due to lack of sleep isn't really an issue.

4. The rest I'm sure Dain GM can address re starting wealth, spells and magical gear. None of us started with magical gear, just so you're aware. And honestly, we've only just gotten our hands on certain objects of power ... and a magically imbued (bane) dagger. We haven't been given magical weapons, armours and such.

-----

Favoured Enemy: If you're going to go with Humanoid (Human) for a favoured enemy, then the only true evil culture are the Degenerates ... the others like savage, nomadic and decadent flirt on the moral borders. But looking at your backstory - your guy has a personal vendetta with the Khazraj and they're predominantly 'nomadic', so 'nomads' would be a good fit, flavour wise, for a favoured enemy culture. I also think 'Undead' is another good choice for this game. Our last ranger had animals as his favoured enemy ... I would suggest taking that as a last choice. The other players might have some suggestions for you.

Favoured Terrain: Desert is a good starting choice. I'd also suggest Urban (buildings, streets and sewers) as we spend some time in cities and that would be useful to have. Underground (caves and dungeons) is also a possible, future terrain to consider.


Fighting Chicken wrote:

This looks very cool. I'd like to throw my hat into the ring, depending on how soon recruitment is closing. It takes me a little while to nail down character concepts, and I don't want to hold anything up.

Just to clarify what I think was meant by an earlier post, the PCs get the regular human skill point and feat and the stuff from the human culture spoilers in the campaign tab? Deconstructing the current PCs, this seems to be the case, but I don't want to assume.

The GM hasn't specified when recruitment will close, so you may have a little time to put together a character. He may address this himself at some point today or tomorrow. He's been tied up with work. :)

And, yes, at level 1, characters get the Pathfinder Human bonus feat and extra skill point/level and then all the bonuses and penalties prescribed under the selected Race/Culture of Xoth.


Tharasiph wrote:

Monks chained or unchained please?

From past experience playing with Dain GM, I believe he would lean toward chained.


Tairin of the Veils wrote:
And, yes, at level 1, characters get the Pathfinder Human bonus feat and extra skill point/level and then all the bonuses and penalties prescribed under the selected Race/Culture of Xoth.

Ah I hadn't realized that. Does that mean we can take alternate racial traits as well?


No alternate Human racial traits from Pathfinder. Just the two things mentioned above (bonus feat and +1 skill point /level).


CampinCarl9127 wrote:
1) The Khazistani Bow-Mastery feat, does it stack with the effects of point blank shot? Would somebody with both feats have a +1 to hit and +3 to damage within 30 feet?

If you take both Feats than yes; you will gain a +3 to target's within 30 Feet.

CampinCarl9127 wrote:
2) The Susrahnite longbow, can it be used from horseback? In standard Pathfinder a typical longbow cannot be used from horseback, but a composite longbow can be. However it seemed the flavor of the setting drew a distinction between the massive devastating longbows of the Susrahnites and the small vicious shortbows of the Khazistanis, so I wanted to ensure I understood the intent of the bows. I'm sure that regardless Talar's main weapon will be a Khazistani shortbow since the flavor is much more appropriate, but I thought it might be interesting to have a Susrahnite longbow as a backup weapon for certain kinds of encounters.

The Khazistani folk are akin to desert raiders, that their bows can be used from Horseback is consistent with the flavor, yes. The Susrahnite bows are more for folk firing at range into long distance and used by foot soldiers rather than mounted riders; however, Susrah longbows can also be used from chariots.

CampinCarl9127 wrote:
3) The Nomad ability unpredictable, the wild card feat. It says it takes a standard action to acquire, persists for a day, and resets to empty after 8 hours of rest. Am I right to assume that this ability is intended to be used only once per day? Must it be used in the morning upon waking, or can it be also be used during any other part of the day? Also since it persists for a day but needs 8 hours of rest does that mean if sleep is interrupted the temporary feat will be lost until the nomad can get enough sleep?

It is meant for once a day; however, the variable of 8 hours of sleep is important mainly because it implies that the character could have a "Forced March" or ride for more than 16 hours; if so, they cannot reuse the skill during the same "day". It requires a full day of rest via the 8 Hour rules for resting.

It does not have to be chosen when you wake up - you can, theoretically, leave it "open" so you can pick a Feat that you find important to use when you want to use it. So if you woke at sunup and kept it "open" and then came to a massive cliff at noon and decided to use it as Skill Focus Climb to gain a +3 bonus to Climb you'd get it at noon and then you'd have it - at most - for 24 hours; or maybe around midnight when you sleep 8 hours; and then, at 8 AM you'd be able to wake up and "reboot" your free Feat.

If you do not get the full 8 Hours of sleep (interrupted) you don't get the reset feat until you get your reset Feat.

CampinCarl9127 wrote:
4) Ranger spells. I generally understand the guidelines for what's appropriate and not, but I wanted to double check some of the spells I was considering. I know that artillery spells like fireball are way out of the question, but what about flashy but more targeted spells such as creating electric or flaming arrows or acidic bites? How about more subtle buffs like magic weapon, magic fang, or gravity bow? Although I think the magic restriction I may come closest to violating is convenience spells, since so many ranger spells are about helping to navigate and survive the wild. Spells such as hide from animals and endure elements and feather step come to mind.

Basic spells can be provided for Rangers, but a Level 4 Ranger can only have the following:

Alarm
Animal Messenger
Animal Purpose Training
Anticipate Peril
Blend
Bowstaff
Call Animal
Calm Animals
Charm Animal
Cloak of Shade
Commune with Birds
Compel Hostility
Dancing Lantern
Defoliate
Delay Poison
Desperate Weapon
Detect Aberration
Detect Animals or Plants
Detect Poison
Detect Snares and Pits
Detect the Faithful
Diagnose Disease
Echo
Endure Elements
Entangle
Gravity Bow
Handy Grapnel
Heightened Awareness
Hidden Spring
Hide from animals
Hollow Blades
Horn of Pursuit
Hunter’s Howl
Hunter’s Lore
Invisibility Alarm
Keen Senses
Keep Watch
Know the Enemy
Lead Blades
Longshot
Longstrider
Magic Fang
Negate Aroma
Pass without Trace
Read Magic
Read Weather
Residual Tracking
Rite of Bodily Purity
Savage Maw
Speak with animals
Summon Minor Ally
Summon Nature’s Ally I
Sun Metal
Thorn Javelin
Thunderstomp
Tireless Pursuit
Tracking Mark
Unbreakable Heart
Underbrush Decoy

Starting Goods and Gear

You'll have non-magical starting gear of up to MW quality.

Once you - or anyone else - who elects to play and is chosen in the game, we'll talk about your character concept and then come up with something akin to a "Signature Item" of power; you'll also potentially get some other minor magical item to supplement your character.

The current players will also enjoy such benefits when/if they have the money and interact with those folk who may be interested in selling such items to the characters.

Other Potential Players

Regarding end of Recruitment; for now we're looking at the end of the week (Friday night - I'm Eastern Standard time, by the way). I'll have a way to bring those new players in to the game.

Regarding Chained/Unchained

Chained only at this time.

Regarding Fighting Chicken

Once you pick your Racial Archetype (such as Degenerate or Civilized) that grants you the standard "Human Bonus" and then you'd stack with that your Racial Archetype via things like Khazistani or Susrahite.

So if you pick Civilized you'd gain your standard +1 Feat that a Human would have; and your +1 Skill Point on Level 1 and each additional level. It should be noted that the Campaign Page implies a +4 Skill Points on level one - that's a mistake and a throwback to the old 3.0 Rules system when all characters had x4 Skill points on level 1 and no +3 to Class Skills provided - so yeah; if you pick Civilized you'd gain the Standard +1 Feat of your choice, and +1 skill point per level and +2 to any stat of your choice.

All of this stacks with the +1 Skill Point per level as as the bonus feat on Level 1, which would stack with Civilized, if you took that option.


Tairin of the Veils wrote:
No alternate Human racial traits from Pathfinder. Just the two things mentioned above (bonus feat and +1 skill point /level).

This bonus does stack with the Civilized Feat and Skill point. And you are correct; Alternative Racial traits are not available at this time.

Meantime, thanks for all your help!


@CampinCarl9127: Talar's background fits in nicely in the ethos of the setting. I'm looking forward to seeing how he meshes with our wandering group.


Thank you for the very detailed response. I know it was a lot and I appreciate you taking the time :)

That's all I have for now. I'm excited to see the selection!

Thanks Patenemheb :)


Thanks for the clarifications, Tairin and Dain GM. It is very nice to get such detailed input in a recruitment thread. I'm kicking around a couple of concepts and will do my best to get in a submission by Friday evening.


This game looks awesome, and I like where my PC is headed, but I don't think I can get her polished up enough in time, so I'm going to have to withdraw. I wish I had seen the recruitment earlier.

Good gaming to everyone, and thank you for the introduction to the world of Xoth!


Fighting Chicken wrote:

This game looks awesome, and I like where my PC is headed, but I don't think I can get her polished up enough in time, so I'm going to have to withdraw. I wish I had seen the recruitment earlier.

Good gaming to everyone, and thank you for the introduction to the world of Xoth!

No worries; if you are interested and need a bit more time, take some more time - and feel free to ask follow-up questions.

I have a place to bring in two new players, but I can also bring in one sooner than the other if you're still interested.

Of course, if your schedule won't allow it at this time, that's okay, too. But I'm glad you enjoyed what you saw so far :)


I just saw this thread. It looks really cool! I'm all for magic feeling magical. Is it still possible to submit a character?

I understand that this is a low magic world, is the cultist class an appropriate choice? If it is, does that mean that the cultist of Belet-lil can heal since their secrets are around that? If one could be a cultist, which cults are open?

On a slightly different vein, in a previous post you mention that classes from Advanced Players are open. Does that mean one could play a Summoner meddle with forces best left unmeddled with?


Ixos wrote:

I just saw this thread. It looks really cool! I'm all for magic feeling magical. Is it still possible to submit a character?

I understand that this is a low magic world, is the cultist class an appropriate choice? If it is, does that mean that the cultist of Belet-lil can heal since their secrets are around that? If one could be a cultist, which cults are open?

On a slightly different vein, in a previous post you mention that classes from Advanced Players are open. Does that mean one could play a Summoner meddle with forces best left unmeddled with?

Summoner's aren't available for the game, unfortunately, so that won't work, though you may still find powers from a unique potent and powerful being from beyond the realms of mortal men...

As for Cultists? I may allow the Occultist Class, possibly, but with a lowered amount of spells/spell options. However, that is something I'd need to think about.

If you're referring to the Core Book's "Cultist Class" via page 26 - absolutely, that is available. As for healing spells? Typically it is not an option; however, I am strongly considering allowing variations on Healing - including magic - given the challenges the party has encountered lately. If you go the route of Cultist from the book, then I think we may be able to create a somewhat adjusted list of Spells for you to use that includes more powers than is typically utilized in the book.

Meanwhile, if you put together a concept that we can look at, then I can better advise you if you're interested.

As of now, recruitment is still open so let me know what you think :)


Awesome!

I have a ton of questions:

1. I was asking about the Cultist Class. It seems a bit confusing to me that the Cultist of Belet-Lil can learn Secrets like: Combat Healer, Enhanced Cures, Safe Curing, and Spirit Boost without access to the Cure line of spells. I then thought perhaps healing was something unique to that cult, since over half of the Secrets they could learn wouldn't actually work in Xoth. If they do, I'm very drawn to that goddess because I love lunar deities.

2. My other Cultist idea was for a flame priest. When faced with abominations sometimes purify fire can be a good thing.

3. I saw that there was a variant of sorcerer available? What are the details on that? I saw a Shub-Niggurath (Sorcerer Bloodline) in Sandy Peterson Cthulhu Mythos that might be a decent fit for power left better unmeddled with. The only problem there is that they have minor healing abilities and a yin for transformative magic which might be a problem. I can provide the bloodline via PM if you are interested.

I'm also open to Occultist if Cultist and Sorcerer aren't a good fit.


4. How is being multi-ethnic handled? Is that possible?


5. Do Ethnicities determine religion? Could one worship the nameless fire god and not be Zadjites? That bonus feat for long spears that Azimban is nice. I've always thought that spears were a good fit for fire worshipers.

6. What is the Eyes of the Cat feat that Lamurans receive?

Currently, I'm thinking of three potential characters:

1. A Cultist of Belet-Lil depending on what you think of their Secrets and getting cure spells. Either a Susrahnite or a Mazanian, since both seem to be known for their beauty. Is there a thriving slave trade? Could one be sold to a temple to be raised as a priestess? On a rules related question, depending one their secrets would it be possible to change or add to their list from the Lunar Mystery since that goddess is moon-aspected?

2. An Azimban fire cultist with a metal spear.

3. Either a Nabastissean or a Lamuran sorcerer depending on how that class works.

Sorry for the deluge of questions.


Ixos wrote:
1. I was asking about the Cultist Class. It seems a bit confusing to me that the Cultist of Belet-Lil can learn Secrets like: Combat Healer, Enhanced Cures, Safe Curing, and Spirit Boost without access to the Cure line of spells. I then thought perhaps healing was something unique to that cult, since over half of the Secrets they could learn wouldn't actually work in Xoth. If they do, I'm very drawn to that goddess because I love lunar deities.

This is correct; the rules seemed to be very confusing at this point. That being the case, I'm going to allow Healing Spells for the Cultist, I think (and possibly for other classes), only I'm going to extend their casting time. Therefore, a Character can heal someone, but not instantly and during a fight.

At this point I think of the great scene in Conan the Barbarian when the wizard (played by Mako) did the ritual to heal Conan from near death. It wasn't an easy task; it took time, but it basically functioned (almost) like a "Raise Dead" spell as he was at death's door when the found him.

However, I think I'll need to think about about how long it will take to perform that healing, at this time I'm not entirely sure.

Ixos wrote:
2. My other Cultist idea was for a flame priest. When faced with abominations sometimes purify fire can be a good thing.

This seems reasonable; but go with what you enjoy playing :)

Ixos wrote:
3. I saw that there was a variant of sorcerer available? What are the details on that? I saw a Shub-Niggurath (Sorcerer Bloodline) in Sandy Peterson Cthulhu Mythos that might be a decent fit for power left better unmeddled with. The only problem there is that they have minor healing abilities and a yin for transformative magic which might be a problem. I can provide the bloodline via PM if you are interested.

I would like to see it; also, if allow Healing magic via Arcane Casters (but especially sorcerer with a Shub-Niggurath bloodline) then please know that such powers will have consequences. As such, read up on Taint points - which I may add as an addendum to using Cure Magic on a normal time rate (that is; I may allow Cure Light Wounds to work in one Round but the PC would have to roll on the Taint of Magic Table vs. Willpower roll each time it was cast... possibly; still thinking on how to do it).

Ixos wrote:
I'm also open to Occultist if Cultist and Sorcerer aren't a good fit.

I would prefer Cultist and Sorcerer; just remember, the book indicates the rules for 3.0 edition when they had 4x skill points on level one and no bonus to skills for Favorite Class, so that is an adjustment you'll have to make when designing your character.

Ixos wrote:
4. How is being multi-ethnic handled? Is that possible?

You can be multi-ethnic, but ultimately there are no rules for it like there are for Half-Elves. At this time I'm just going to say "no" as it's a bit too complicated to consider.

Ixos wrote:
5. Do Ethnicities determine religion? Could one worship the nameless fire god and not be Zadjites? That bonus feat for long spears that Azimban is nice. I've always thought that spears were a good fit for fire worshipers.

Your culture does not need to determine your religion; so you could worship a Zadjite god and not be Zadjite, but folk who encountered you may be like - "Our folk are Lamuran, why do you worship foreign gods?" - but given the popularity of certain gods it may not matter.

Ixos wrote:
6. What is the Eyes of the Cat feat that Lamurans receive?

It's technically a Feat anyone can take no matter what race you are (though Lamurans gain it for free), provided you are on level 1 when you take it. Basically it allows a Human to have Low-Light vision.

Ixos wrote:

Currently, I'm thinking of three potential characters:

1. A Cultist of Belet-Lil depending on what you think of their Secrets and getting cure spells. Either a Susrahnite or a Mazanian, since both seem to be known for their beauty. Is there a thriving slave trade? Could one be sold to a temple to be raised as a priestess? On a rules related question, depending one their secrets would it be possible to change or add to their list from the Lunar Mystery since that goddess is moon-aspected?

2. An Azimban fire cultist with a metal spear.

3. Either a Nabastissean or a Lamuran sorcerer depending on how that class works.

Sorry for the deluge of questions.

Those seem interesting, though we do have few fighter types currently; but for now I'll let the others offer their opinions on options so I know where they stand.


Ixos wrote:

1. A Cultist of Belet-Lil depending on what you think of their Secrets and getting cure spells. Either a Susrahnite or a Mazanian, since both seem to be known for their beauty. Is there a thriving slave trade? Could one be sold to a temple to be raised as a priestess? On a rules related question, depending one their secrets would it be possible to change or add to their list from the Lunar Mystery since that goddess is moon-aspected?

Hi, Ixos. :)

I've played with you in another game, awhile ago (in which you played Blue Heron). It's good to see you.

I'm one of the players in the game and I like the sound of a Susrahnite Cultist of Belet-Lil. Mazanians have issue with men and use them as slaves (or simply to procreate) and feel they are inferior and I was swayed by the GM from not taking that race when I applied in the initial recruitment thread. So, perhaps a Mazanian would not be a good fit in the party being there are more males than females in the party. Just a suggestion. I also like your idea of a Lamuran sorcerer. Either would be interesting in our party.


For what it's worth, I urge both Ixos and CampinCarl9127 to read over the current posts on the Campaign Page recently; it may provide clues as to where your character can fit in.

Meanwhile, you could both "Dot" the discussion thread (or at least toss up your current draft of your concept so we could look it over) that would be awesome.

Thanks, and I'm eager to see more of you both in the game!


Hi, Ariarh Kane! That campaign ended both strangely and abruptly. I'm looking forward to play with you again. :-)

I've been thinking through two ideas.

The Cultist of Belet-Lil: Ia-Shala

Thanks for the advice, Tairin, I will definitely go with Susrahnite

I must admit I'm having great difficulty building the character, since the class abilities listed for Belet-Lil's Cult don't seem to work without access to cure spells. (I worry that Dain will think I'm a broken record. haha) And, the spell list for Oracle/Cleric in general seems a bad thematic fit for swords and sorcery.

So, I'm taking a step back from the mechanical portions of character building to focus on what's more important: character.

The kernel of my idea for the Cultist is that she was sold to the temple as a child and raised to be an initiate (Yes, I am cribbing notes from Melisandre's backstory.) She has lived a happy enough life learning the mysteries of Belet-Lil and worshiping her goddess by her divine love to the citizens of the city as temple prostitute. Recently, she caught the eye of someone powerful and unsavory. Someone her superiors in the temple neither like nor trust. He is too powerful to openly oppose so rather than giving Ia-Shala to him, they are sending her out of the city in secret. Do any of you guys have recommendations on this unsavory, powerful person could be?

The other idea that I have been developing is an outgrowth of my idea of a Lamuran Sorcerer. Originally, I was thinking of doing a bad-touch character, but one of things I found interesting about the magic of sword and sorcery worlds are the characters who work their magic through poisons and powders. Since the party has a character who is a potent debuffer, I thought the Veneficus Witch could be mechanically a good way to represent that and take advantage of a Bouda inflicting penalties to saves.

Yeth-Kolsot, the Bane Speaker

Lamra is not a place safe for the weak or the powerless. In this fell city, there is much to fear: the smooth-pated sorcerers, the priestesses of Nhakhramat, and the priests of Yader. Yet far more terrible than any of these dark magi are the dread rulers of Lamra -- the priests of Yot-Kamoth.

Yeth-Kolsot served one of the rulers of Lamra by grinding his powders and brewing his potions. This was all he knew of life for many years. All children must issue from some parents, but Yeth-Kolsot does not remember his. For all he knew the priest, Ptoskur, whose meals he fetched and whose rooms he kept clean was both his father and his mother.

When Ptoskur discovered that Yeth-Kolsot possesses a cunning mind and quick fingers, he taught the boy enough to do more dangerous work. One does not live to be an old sorcerer inhaling vile powders and preparing curdling reagents. The boy can does this work. If he died? Well, it isn't like Lamra has a shortage of orphaned children.

Such a fate might have been Yeth-Kolsot's. Three years ago, he was milking the venom from a strange jet and emerald scorpion. It twisted in his hands and stung his wrist. Rather than kill the boy, the venom woke something within him as it coursed like fire through his veins. He feels a strange kinship with the scorpion who stung him and it whispers eldritch secrets in his mind.

Under the scorpion's tutelage, he began to understand how the parts of the labor he performed for Ptoskur combined to a greater whole. This powder mixed with this powder could blind a man. This root boiled in a tincture of spider venom would heal a man instead of harm him. Yeth-Kolsot even learned to read incantations from the scrolls and tablets that Ptoskur studied as the venom awakened his mind from the slumber of ignorance. Ptoskur did not worry that the illiterate boy he had grinding poison powders was secretly learning his secrets.

The priest regretted his carelessness when he caught Yeth-Kolsot attempting to puzzle meaning from the fragments of a shattered tablet brought to the temple of Yot-Kamoth by demon wings. Ptoskur would have killed his erstwhile helper if, Yeth-Kolsot hadn't lulled him into a poisoned fugue before slitting his throat.

Yeth-Kolsot fled the temple and Lamra that night taking with him all the poisons and powders he could carry. He also brought with him the fragmented tablet that led to his master's demise and, of course, the jet and emerald scorpion that started all of this.

For the last year, Yeth-Kolsot has been on the run. Whether he is pursued by his own shadow or something far more dangerous he is unsure. He has taken to shaving his head as people expect sorcerers of Lamra to do. He sells cures and poisons alike. Yeth-Kolsot believes that he knows the true shape of the world, that the weak bend to the strong or are made to bend. He hopes to master the eldritch secrets for which he has killed and stolen, before he is made to bend or break.

~~~~~~~~~~~~

Which of these two should I develop more?


@Ixos: Both concepts have merit and are interesting, but I must say the second character, Yeth-Kolsot, the Bane Speaker, blew me away and had me intrigued right from the get go. Tairin is a bit of a poison connoisseur, so it may give them a little commonality.... Which are you leaning more toward? I'd rather you play a character you're really into and want to explore/develop. :)


Looking for interested players...

Well, I'm opening the game up for recruitment at this time because I'm looking for players who are interested in playing/writing.

Description of the game

This campaign setting was made in the vein of Conan: The Barbarian - specifically, the short stories written by Robert Howard. Due to licensing issues, the campaigns came out at a time when Howard's gods/world could not be used, so the world/story is not Hyboria, nor the kingdom of Aquilonia. Nevertheless, the world feels very similar in that is a low-magic world, and sorcery is generally something which is viewed as dark/disturbing, rather than common/useful.

I'm looking specifically for players who are interested in supplementing a group which includes one Bard/Spy, one Barbarian/Gladiator, one Scholar/Healer and one Ranger/Outrider.

Magic is primarily arcane, there is almost no healing magic (though potions, tonics, poisons and elixirs are far more common) and House Rules for how healing and basic DR for types of armor have been implemented to compensate for this.

Gods exist in that people recognize and worship gods, but the powers granted to their priests are more temporal rather than spiritual within how people view/respect you as a follower of a god; further, what powers gods do typically give a priest revolve around beings more aligned to dark/suspicious demons and creatures of darkness and otherworldly, cosmic realms.

My primary criteria for people playing in the game involves people who are interested in participating in the story/game. With that in mind, I'm looking for players who post consistently - at least once a day, barring weekends and holidays (to be clear; that's at least once a day, though I prefer more).

Frequent posting is very important to me; when the action/plot revolves around people participating in a combat round or requiring details for a story and people don't participate, it basically means the entire game grinds to a halt and does not continue if one person is not participating.

Also, if you're able to post in multiple games and can't take the time to participate in mine, you're letting the team down because they cannot act because you don't have the interest.

I understand that Real Life has to come first and people can't always participate every day; in which case all I need is you to let us know via Discussion so someone can bot your character and we can continue the action/story.

Also, online games function best when the players act like a team. I'm not interested in having player-vs-player issues, a little tension for social RP is fine, but I don't want that tension to compromise the enjoyment of other players by going too far; we're all here to have a good time as a group :)

Quick Note for Character Creation:

I understand some people enjoy creating characters who have unusually high scores in one stat and unusually low scores in another stat. I allowed that for players who started and I regret doing that.

Moving forward, players should know I prefer a character who has no stat under 10 when their Point Buy is spent (having stats that dip under 10 after your race is chosen which may adjust your score is another matter).

The stats are 20 point buy; two traits, starting on Level 4.

Take 3,000 gold pieces to buy your gear, but please note that magical gear is not an option for starting players - it is very rare and unique and can generally only be achieved during questing/campaigning - so typically MW weapons/armor and gear, and whatever else you prefer to have to start.

Also, given that this is more "realistic" world than most fantasy settings, I urge you to make sure your characters are at least hardy and tough as I typically use things such as Weather to effect your HP while traveling. Also, please consider the fact that Conan the Barbarian spoke at least six different languages besides Cimmerian and was at least Charismatic and likable enough that he became king; having fighters with extremely low Int/Cha or having non-fighters with extremely low Con/Str might be more complicated given the world you're interacting with. Having at least a 10 in your stats could make a big difference for your characters as you play. Just something to consider when you create your characters :)

I'm going to be going away for a few days and will be back on Sunday night. I'm hoping to see players that are interested and I'm looking forward to reading submissions!


As one of the existing players, I will say that this campaign is one of the most detailed I have seen on these forum. The World of Xoth setting offers some unique opportunities for characters.


I'm also an existing player and am *bumping* this thread. Hopefully we will find an interested player in joining this adventure. :)


Xoth is a favourite of mine, I'm pretty sure I have some of the PDFs. Definitely interested. I'll check my files and find a culture that appeals. I tend to play melee martials; or divine semi-casters that won't really gel in this setting.

Post rate is fine and no sub-10 stats on a 20 point buy is pretty much my preferred.


Just remembered the Player's Guide is free from xoth.net...

So I can get a clearer idea, where/what is the current party up to? I've checked the current characters and get the feeling a Khoran might fit in better than say an Ikuna or Mazanian in terms of making a verisimiltudinous reason for why they might be where the characters are... I do have nascent ideas for all three of those races...


Hey Oceanshieldwolf!

We are currently in Zul-Bazzir. The party has recently picked up me as another member, and have killed the Spider God's Bribe and taken a residence in the city, and are currently pursuing our own interests of establishing ourselves as homeowners and essentially mercs for hire. The group (or at least Talar's) main priority is getting Talar's sister back from slavers who captured her, although it looks like we just picked up another rather lucrative mission in doing some headhunting.

Another melee would certainly be welcome. Right now our only melee is Bjoern and he often takes a lot of punishment. I would also advise that, even if you're playing a fighter type, to make sure you are heavily ready to engage in roleplay as well. That doesn't mean you have to pump charisma or anything, but it's definitely a political and intrigue focused game, and if all you can do is swing a sword you will quickly find yourself twiddling your thumbs.

In Combat Roles
Bjoern - Frontline sword and shield
Talar - Ranged DPS
Patenemheb - Support
Tairin - Support/Utility

Patenemheb and Tairin usually take point in roleplay situations, while Bjoern and Talar are more combat focused.


I just saw this and am interested, but Xoth is completely new to me so I'd need to take the time to read through the Player's Guide and get a submission together, which might not happen until after work today.

Does anyone currently in the game have any suggestions for what character type/role might fit into your group and maybe help fill an existing need?

I'll check back later today when I get home and see what I can get together.

BTW - posting rate is fine, I'm often frustrated at the slow pace of PbP games and I look forward to one that actually moves at 1+ posts a day.


Hey Mat_H, I think there are two large open slots.

Frontliner: Right now Bjoern is the only person who wants to be near the frontline, and he often takes a lot of punishment for being the only person being focused on. Somebody to stand with him would be appreciated.

Full Progression Caster: Although the nature of magic in this game is limited, dark, and mysterious, if you're up for the challenge of tackling it you would definitely have your own niche in the party. Currently the only magic is Tairin (who dipped bard for some tricks) and Talar (who flavors his ranger spells as mundane usually).


That's actually quite welcome news, as on a brief scan through the guide before I headed into work I was pretty interested in the new spin that the Cultist puts on the Oracle class. I love casters and I would welcome the chance to try and tackle one in a world where magic is rare and unwelcome.

Maybe even a more combat focused cultist, so Bjoern could at least have an occasional friend.

I'll get something together and should have a concept plus at least main crunch done after work today.


For reference of what is currently going on:

Dain GM wrote:

Daniya is dead - the spider god's bride is dead - that challenge has been completed, but there are many threats in the realms of men that you have yet to endure an defeat...

Also, to clarify, there won't be any brutal combat for a while - while this is meta-game information it's worth noting that what you'll be doing with your time is "setting the stage" for the next challenge. In other words, you'll have time consolidate your position/power and heal your wounds - what you do with that time will effect how things develop in-game.

During this time I'm going to have the game function with two separate styles - one style will be akin to the sort of adventure you might have seen in the Prince of Persia or Assassin Creed style games - there will be the potential for knife-work and dashing from rooftops to back-alley sword play with rogues and scoundrels in the streets - the OTHER aspect deals more with diplomacy and more detailed/social RP - both sets of actions will converge as your party explores either option (assuming you stay in the city) but it allows for two different styles of RP to continue at once - one works for people looking more for combat/action and the other works more for those liking intrigue and Social RP - you'll still be the same party/group but there will be the chance to have some flexibility in style - what do you think?

I would heavily advise reading about magic in this setting, which is all compiled at the bottom of the Campaign Info tab. There are also many unique setting-specific spells in the player's guide.


Looking at the Cultist, I do see some oddities. I was looking at the Zadjite cultist as it is a bit more martial than the others which would fit in well with this group, but the cult spells and secrets seem to contradict the magic rules from the same book.

Artillery spells are not allowed, but a Zadjite gets Burning Hands, Wall of Fire, Fire Storm, etc. as cult spells, and its secrets (mysteries) include Fire Breath and Firestorm, all of which seem to fit into the artillery category

This seems odd and was hoping for some clarification on how it works, as the player's guide seems to contradict itself in this situation.


Hmm, I agree that does seem contradictory. Perhaps the rational is that only a Zadjite gets artillery spells and it's that power which makes them so fearsome?

Not sure, I'll let Dain GM answer that one :)


The other option besides Zadjite I was looking at was a cultist of Al-Tawir. It has a lot less of the confusing contradictions but I was curious how badly the initiation rite (gouge your eyes out) would affect gameplay.

Being straight up blind would be quite a penalty, especially as none of the other cults have a penalty at all (their initiation rites are things like lose your virginity. solve a riddle, or fetch an egg).

Would we be able to flavor it like the standard Oracle clouded vision curse, where sight is restricted to 30' initially and eventually you get improvements?

So once I get GM thoughts on the Zadjite cultist artillery confusion and the Al-Tawir cultist sight issue I'll be able to get something together quickly.

EDIT: The more I look at it the more I prefer Al-Tawir, as long as we can figure out how to handle the "eyes gouged out" question.

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