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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I've made some changes to Yasala's back story, although it remains primarily the same. In addition to slight modifications to her past, she is now actively looking for a group similar to the existing characters, and I added some potential hooks for ease of bonding with the group. Still no full fledged connection to any existing members, but one can be added if necessary.

Couple tiny questions:

- I know Susrahnite is the game's "common." As I come from somewhere that doesn't natively speak it is it a freebie or should I use a rank in Linguistics to learn it? I've already taken the skill rank for it but could very easily use that point somewhere else or add yet another language to her extensive list.

- Do you have any suggestions for gear? I bought everything that I really needed, my main weapon and armor are masterwork quality, and I still have about 2k left that I can spend. I know that I will be able to stock up on gear in game if needed, but if there's anything hard to find in Zul-Bazzir that I might not have thought of it would be prudent for me to already have it on me.

- I remember reading that you might do skill synergy for profession skills once they hit 5 ranks. I did give her a profession and put 5 ranks in it so I was wondering if that was still on the table.

Those are really the last details that might need to be updated. I would say she is ready for final comments and to be considered for selection.

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hustonj wrote:

Special materials?

Darkleaf Cloth?

Obviously looking at gear.

No to special materials. I hope this guide helps (please check spoilers).


Iron weapons are the campaign standard, and are used by most cultural groups. The exceptions are the Zadjites, who craft superior steel weapons; the ancient Yar-Ammonites, who wield archaic weapons of bronze; and the people of the jungle kingdoms, who fashion weapons primarily from wood, bone, or flint. Warriors from these places may sometimes possess superior weapons gained from trade or conquest, of course.

Swords of Xoth tend not to be straight, but curved – every blade longer than a short sword is always bent; the weapons of the barbarian Tharag Thulans being the only exception to this rule. It is possible to wield some of the swords of Xoth with both hands, but they are mainly intended to be used with just one, and no swords exist intending mainly two-handed use. With the possible exception of distant Taikang, crossbows are unknown, but all other types of bows see widespread use.

The following rules apply to the different types of weapon materials:

Iron and Bronze Weapons: Use the listed price and statistics.

Steel Weapons: Gain a +1 material bonus to attack and damage, and cost five times the listed price.

Copper Weapons: Suffer a -1 material penalty to damage, have a Hardness of 8, and costs 75% of the listed amount.

Wood-, Bone-, or Flint-Tipped Weapons: Suffer a -1 material penalty to attack and damage, have a Hardness of 6, and costs 50% of the listed price.

Material bonuses or penalties stack with bonuses from masterwork items and magical bonuses, if any. For example, a masterwork steel battleaxe grants a +2 bonus to attack rolls, and a +1 bonus to damage.

New Weapons

The following weapons are new. Some are regional items, produced in one region but due to their excellent craftmanship or unique properties are often purchased or stolen by foreigners, finding their way into far-away lands. Outside of their native region, the asking price might be considerably higher than the listed cost.

Axe, Elephant: Two-handed exotic weapon (melee); cost 50 gp; damage 1d12 (M); critical 20/x4; weight 25 lbs.; type: slashing. This is a huge axe with a crescent-shaped blade, used by the warriors of Azimba to hamstring elephants. It can also be used with devastating effect against lesser foes, of course. Some ivory-hunters among the Zadjites also carry these weapons. The elephant axe has reach; the wielder can strike opponents 10 feet away with it, but cannot use it against an adjacent foe.

Dagger, Curved: Light simple weapon (melee); cost 4 gp; damage 1d4 (M); critical 18-20/x2; range increment —; weight 1 lbs.; type: piercing or slashing. Also known as the jambiya or khanjar, this weapon is favored by nomads and cultists alike. It usually comes with a curved scabbard, sometimes inlaid with silver, gold, or ivory. The curved dagger is produced primarily in Jairan and Khazistan. It cannot be used as a ranged weapon.

Dagger, Stabbing: Light simple weapon (melee); cost 4 gp; damage 1d4 (M); critical 20/x3; range increment 15 ft.; weight 1 lbs.; type: piercing. This slightly curved dagger, also known as the pesh kabz, has a massive handle but ends in a sharp point. With its good solid grip and perfect balance, warriors of Susrah and elsewhere value this dagger for its ability to pierce armor and its increased range when thrown. The karud is a straight-bladed variation of the pesh kabz, with similar statistics.

Knife, Ikuna: One-handed martial weapon (melee); cost 6 gp; damage 1d6 (M); critical 20/x4; range increment 10 ft.; weight 6 lbs.; type: slashing. The name of this heavy sword-knife is something of a misnomer, since they are in fact iron blades from an unknown civilization that predates the Ikunas by several centuries. The weapons are highly prized among the savage Ikunas, who have not yet mastered the art of forging metal weapons, but who occasionally find these knives in ancient ruins in the Hills of the Dead.

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.

Scimitar, Great: Two-handed exotic weapon (melee); cost 75 gp; damage 2d6 (M); critical 18-20/x2; weight 8 lbs.; type: slashing. Also known as the tulwar or kilij, this mighty curved sword is frequently used by palace guards, eunuchs, and officers of Khazistan and Zadj. The great scimitar grants an additional +2 bonus to opposed rolls when attempting to sunder an opponent’s weapon or shield.

Shortbow, Khazistani: Two-handed exotic weapon (ranged); cost 100 gp; damage 1d6 (M); critical 18-20/x2; range increment 70 ft.; weight 2 lbs.; type: piercing. This small but powerful weapon is wielded by the horsemen of Khazistan, as well as the nomads of the Khazraj clans. All Khazistani shortbows have Strength ratings.

Staff, Long: Two-handed simple weapon (melee); cost —; damage 1d6 (M); critical 20/x2; weight 4 lbs.; type: bludgeoning. The long staff has reach; the wielder can strike opponents 10 feet away with it, but cannot use it against an adjacent foe.

Sword, Sickle: One-handed martial weapon (melee); cost 20 gp; damage 1d8 (M); critical 19-20/x2; weight 7 lbs.; type: slashing. A shallow-curved blade, the sickle sword is an ancient weapon used first and foremost in Yar-Ammon, as well as certain parts of Susrah. The hooked shape of a sickle sword provides the wielder with a +2 bonus on opposed attack rolls when attempting to disarm an opponent (including the roll to keep the user from being disarmed if he fails to disarm his opponent).


In sword and sorcery campaigns, characters tend to use light or medium armors. To reflect this, all heavy armor is five times more expensive than the price listed in the PHB.

The most common types of armor are chain, lamellar, and scale; brigandine and plate exist but are fairly rare.

New Armors

The following armors are new. As for the new weapons listed above, many of these armors are regional variants, but are less often found in foreign lands than regional weapons. The asking price outside the native region may still be much higher than the listed cost, due to the trophy value of such items.

Fur Armor: Light armor; cost 3 gp; armor bonus 1; maximum Dex bonus 8; armor check penalty 0; arcane spell failure chance 5%; speed 30 ft./30 ft.; weight 5 lbs. This armor, while no more than a heavy fur cloak, still provides some measure of protection against blows. It is a very common item, worn by northern barbarians, Khazistani horsemen, Zorabi hillmen and Ikuna savages, and others.

Crocodile Hide Armor: Light armor; cost 35 gp; armor bonus 4; maximum Dex bonus 4; armor check penalty -3; arcane spell failure chance 20%; speed 30 ft./30 ft.; weight 25 lbs. This armor, common only in Yar-Ammon, provides medium protection yet is light and flexible.

Yasala wrote:

- I know Susrahnite is the game's "common." As I come from somewhere that doesn't natively speak it is it a freebie or should I use a rank in Linguistics to learn it? I've already taken the skill rank for it but could very easily use that point somewhere else or add yet another language to her extensive list.

Susrahnite is a bonus/freebie language. Perhaps in the backstories the knowledge of this language can be explained somehow.

Regarding Gear/Special Equipment -

The game is pretty clear that things like "Magical Gear" isn't meant to exist, except in rare instances such as finding an unusual artifact of power. Even those people who would normally "Choose" what new spells they gain when they level to add to their spellbooks can't just "choose" them - they have to find a pre-existing spellbook (or scroll or whatever) and then copy it in; there's no guarantee they'll find the spell they're looking for, or any at all - also, even copying the spell takes time as Read Magic is out to emphasize things like the laborious nature of copying/translating ancient spells from some moldy, forgotten language...

The only real exception to this are potions and scrolls. Though I haven't really included them, finding magic potions is something I think I'm going to make a bit easier; mainly because it's easier to control and there's plenty of precedent in fiction for that option, but that hasn't happened yet in-game, though I think it will soon.

As for special material? The stuff like Mithril or Darkwood is almost certainly out; the book even suggests most stuff is supposed to be made out of Iron or Bronze - and that Steel is almost considered a MW item in the game via its rarity.

For that matter, money is somewhat different. Silver is the chief coin of the day; substitute silver for normal "Gold Pieces" for how much things would be during RP (not when buying gear, though; just as the game progresses). In short; getting 1,000 GP in this game would be like getting 10,000 GP in a normal RP game. Of course, it should be noted that coins do have weight in the game and carrying 1,000 gold pieces weighs (according to the book) 50 Gold Pieces = 1 Lbs - so that would be carrying 20 Pounds of gear on you if you were carrying 1,000 GP and nothing else.

Finally, a bit of bad news; I'm not entirely sure if I can handle the CR for having two extra players - unfortunately I think I will only be able to take on one of you at this point, unless things radically change in the game.

With that in mind, can I get some impact from my current players on the possible choices?

EDIT: I just noticed Tairin did a good outline for some of the stuff on Weapons and Armor (should have refreshed the page before me post; sorry).

The details she posted are from the game and very comprehensive and stuff you could easily start with when you build your character.

It should be noted that Weather rules do play a big part in the game (as I don't have the usual magic stuff to make it a bit more challenging) so I tend to post the temperature from time to time; in short, wearing Fur Armor in this climate may not be healthy.

Also, I should note that I'm not entirely sure how I want to do "Favorite Enemy". I prefer the idea of Favored Culture rather than favored "Subtype" - so being an enemy of a Zadjite Civilized Man or Degenerate is pretty much the same; you're an enemy to Zadjite people as a whole.

This makes more sense for the subsequent Skill Bonuses granted to Favored Enemies - such as Bluff, Knowledge, Perception, Sense Motive, and Survival checks - it also makes it more consistent with how certain cultures who are long-time enemies would react to each other.

What do you all think of that?

Okay; sorry for the lengthy post, but I can't be on much longer because I only have about 33,280 seconds until Game of Thrones and I need to get ready...

Dain GM wrote:

Also, I should note that I'm not entirely sure how I want to do "Favorite Enemy". I prefer the idea of Favored Culture rather than favored "Subtype" - so being an enemy of a Zadjite Civilized Man or Degenerate is pretty much the same; you're an enemy to Zadjite people as a whole.

This makes more sense for the subsequent Skill Bonuses granted to Favored Enemies - such as Bluff, Knowledge, Perception, Sense Motive, and Survival checks - it also makes it more consistent with how certain cultures who are long-time enemies would react to each other.

I have no issues doing it either way, as both of them can make sense based on Yasala's concept. She's not the type to have a prejudice against a group of people as she believes everyone should be given the benefit of the doubt. Due to that, I'm basing it more on "familiarity" than "enmity" as I see her as getting the bonuses from experience dealing with the citizens/guards/authorities/etc while doing her job.

That's different than the way most people do it, but I felt like it fit her character better and I prefer to view things in terms of how the character would interact with the world, as long as I can do so within the game's mechanics. I went by subtype as I'd seen that Talar had done it that way. It would be too easy to swap to culture instead if that was the decision.

Dain GM wrote:
Of course, it should be noted that coins do have weight in the game and carrying 1,000 gold pieces weighs (according to the book) 50 Gold Pieces = 1 Lbs - so that would be carrying 20 Pounds of gear on you if you were carrying 1,000 GP and nothing else.

I've already converted a large portion of my remaining cash to jewelry just for this reason. It's a useful way to carry extra cash as it weighs less, is harder to lose/have stolen, and is usually easy to convert back into cash when needed.

Follow-up gear question: I'm considering buying either a mount or a wagon with some of the starting cash. A wagon works better with her backstory, but I'm not sure how well it fits in with the current setup. Is there a place a wagon could be stored until needed? Will we actually potentially have use of it in the future? I don't really want to spend hundreds of gold on something that will basically become useless and forgotten as soon as we're in game.

Yasala: Still not entirely sure my self about how I want to do "Favorite Enemy" thing - but I'll let you know when I have that figured out formally.

If you have any spells at this point choose them wisely - once your built you won't be able to get new ones without learning from a master/apprentice situation, or finding information on them later.

Also, regarding the mount/wagon? Technically the property you're in has room for mounts AND a wagon - but I really wouldn't recommend it now.

It's mainly a city adventure for a while; the streets are pretty crowded, so if you read what happened with Talar he is pretty much leading his horse by the reigns through the city (he can ride it, but riding a horse through so many people can be awkward) until he gets tot he gates.

Most important people use litters and are carried if they don't want to walk as there are also stairs on certain streets and narrow allies to navigate (it's slow moving through the city; unless you have Acrobatics and move over the rooftops like Assassin's Creed and/or Prince of Persia; which has yet to happen, but could :)

My advice; if you kept the money for the wagon you could always buy/rent/steal one later, if you need to.

However, try to make sure your gems/jewels are not overly expensive in their own right. Finding a buyer for a 50 GP gem is easy; finding one for a 5,000 GP gem will NOT be easy and you may not get the full value...

That said; I'll be working most of the day but on later the Campaign Page to move things forward a bit while I take a look at everyone's final submission.

See you then!

Any last minute questions/concerns/advice from current players before Dain GM looks at the submissions later today? Profile is 99% complete if you'd like to check it out

Still waiting on final submissions - at this point the campaign has begun again and I'll figure out a way to bring in the new player when they're ready for the group to respond.

I don't have any last minute feedback, Yasala. Nice job on the character. Once again, I appreciate all the work/effort you've put into the character.

At this point I'm seeing Yasala looks finished, but so far no details from hustonj.

If things are finalized I'll look them over; if anyone else has thoughts or opinions please let me know.


Yeah . . .. I ended up working from about 0700 Sundsy to 0100 Monday, then from 0700 Monday to about 1700 Monday. I collapsed last night. Please proceed without me, as I won't have a reasonable chance to do my gear purchase until tomorrow night at this point. I have 2 different BSA meetings to attend tonight.

Heck, I'm posting this while having lunch at work.

Did not expect the team's weekend project to go so bad I had to step in and be onsite for so long.

@hustonj: That is unfortunate, and I hope your week goes more smoothly. Take care.


I am a civil servant manager in a military medical IT shop. We have been migrating all of the facilities in our area to a dedicated medical network, and the team has gotten pretty good at it. The small facility we started Thursday evening has just gone completely wrong over and over again. We should have been done early Saturday evening. We MIGHT finish it tomorrow night. Maybe.

If we were in civilian industry, this might have been bad enough to cost my boss his job. Maybe me mine, too. Since he's active duty and I'm a civil servant, that'll never happen. I'm really not convinced that's a good thing.

Been home from the Scout meetings about 10 minutes. Should be in bed in the next 15 so I can get up in the morning.

Here's how far I had gotten, if you care at this point.

Previous post w/ background sketch:

Tukulti-Ninurta Hurmis

Born into a wealthy merchant family as the fourth son, Tukulti-Ninurta was raised to support his eldest brother Shulmanu-Ashared as he eventually took over the family business interests. Tukulti-Ninurta's education provided the basics of trade, but focused more on security. He seemed to relish this particular task, and volunteered to run with several caravans as a simple guard, looking to learn this aspect of the business from the ground up, as it were. Things were going well, and he was moved into providing security for the main merchant in a caravan during negotiations several times before anything went wrong.

The caravan he was with had come to Zul-Bazzir to trade goods acquired in Laksha for different exotics from Jairan, or possibly even as fas as Shoma, were the prices fair. Tukulti-Ninurta was beginning to handle some neogtiations himself on this trip, which contributed to the problem. The lead merchant had gone to negotiate with a man by the name of Yetera while Tukulti-Ninurta was shopping for a good deal on spices to take home. When he returned to the inn, he found that the cravan had gone missing. A quick inquiry revealed that it has all been sold to Yetera, even the wagons and animals, and the men had left. Obviously, this wasn't true, but it was sufficient to allow uninvolved businessmen to avoid looking any deeper.

While Tukulti-Ninurta was working to learn more about Yetera, it seems a group of foreigners, apparantly from Yar-Ammon, had dealt with him , and claimed his home and lands.

He's decided that he should thank these aggressive social climbers, and see if he can find a way into their organization, to potentially rebuild the purse required to replace the caravan and return home with wealth instead of as a beggar returning from one of the family's worst losses in a a generation.


Cultuered Susrahnite, I think.

Fighter or Fighter+ for classes. He needs trained access to social skills (including linguistics), even if his skills are overshadowed by the existing group, and a few additionals . . ..

Question: Is their a convenient list of languages (and where typically used) somewhere? Will help me selecting which languages he should have learned as he developed his skill.

5th level, I saw. I need to find an implementation I like, now.

Assyrians used iron swords (while most everybody else was still using bronze), spears w/ iron heads, composite bows, slings, iron daggers and even iron scale mail in their armies. The core infantry of an Assryian army used spear and shied.

Fighter (Spear Fighter):
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills
The Fighter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Survival (Wis), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, balanced strike +1
3rd +3 +3 +1 +1 Spear Parry (-4)
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, balanced strike +2
7th +7/+2 +5 +2 +2 Spear Parry (-3)
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, balanced strike +3
11th +11/+6/+1 +7 +3 +3 Spear Parry (-2)
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, balanced strike +4
15th +15/+10/+5 +9 +5 +5 Spear Parry (-1)
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, balanced strike +5
19th +19/+14/+9/+4 +11 +6 +6 Spear Parry (-0)
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

Weapon and Armor Proficiency: A Spear Fighter is proficient with all simple and martial weapons and with light, and medium armors and shields (excluding tower shields). While not wearing heavy armor or using a shield, a Spear Fighter can use Dodge as an additional bonus feat.

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Balanced Stride (Ex): At 2nd level, the spear fighter gains a +1 bonus on Acrobatics checks to avoid attacks of opportunity. This bonus increases by 1 for every 4 levels he has beyond 2nd. This replaces bravery.

Spear Parry (Ex): At 3rd level, a spear fighter learns to parry his opponents’ attacks with his spear. This functions as a swashbuckler’s opportune parry and riposte deed except as noted below. The spear fighter must use a weapon from the spears weapon group to perform the parry. He doesn’t need panache to parry an attack or to make an attack against a creature whose attack he has parried; instead, he takes a cumulative –4 penalty on all attacks (including further parry attempts) until the end of his next turn. At 7th, 11th, and 15th levels, the penalty decreases by 1. At 19th level, a spear fighter can use spear parry without penalty. This replaces armor training 1, 2, 3, and 4, and armor mastery.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

At 5th level, a spear fighter must choose the spears weapon group for the weapon training class feature.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Weapon Mastery (Ex): At 20th level, a spear fighter must choose a weapon from the spears weapon group for his weapon mastery class feature. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Rogue (Swashbuckler):
Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills
The Rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Sneak attack +1d6, martial training
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, daring +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, daring +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, daring +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, daring +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, daring +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, daring +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Daring (Ex): At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Note from Nethys: The full list of rogue talents is available here.

Master Strike (Ex): Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Civilized Susrahnite Human:

+2 to 1 ability score
+2 to 1 ability score

+1 to all attack rolls

-2 Archetype vs Poison & Disease

Improved Initiative Racial Bonus Feat
Archetype Bonus Feat
Human Bonus Feat

+1 Archetype Skill Rank/Level+1 Human Skill Rank/Level
Appraise 0+0+0+2 Racial
Knowledge (Religion) 0+0+0+2 Racial

Char Sheet in progress:

Init +8 (Dex +4, Improved Initiaitve +4)
Speed (Base 30')

MW Longspear +9 for 1d8+2 @ x3, Piercing, Brace, Reach
(BAB+4, Str+2, Susrahnite+1, MW+1, WF+1)
MW Spear +8 for 1d8+2 @ x3, Piercing, Brace, Reach
(BAB+4, Str+2, Susrahnite+1, MW+1)
CMB +9 (+weapon specifics)(+maneuver specifics)
(BAB+4, Dex+4, Susrahnite+1)

Trip +2
Disarm +2
Combat Expertise -1 Attack for +2 Dodge
Fight Defensively -4 Attack for +3 Dodge

AC15, T15, F10, CMD21 (Armor +?, Dex+4, Dodge+1, BAB+4, Str+2)

Combat Expertise -1 Attack for +2 Dodge
Fight Defensively -4 Attack for +3 Dodge
Total Defense No Attack for +6 Dodge
Spear Parry Make spear AoO vs incoming attack, beat it and avoid atack, allows attack back, al attacks at -4 until end of next turn
vs Trip +2
vs Disarm +2 (+weapon specifics)

HP 55 ([Zero level 8+2]+10+2xFighter 6+2xRogue 5+5xCon 2+3xFavoredClass 1)

Fort+5 (F+3, R+0, Con+2)
Ref+8 (F+1, R+3, Dex+4)
Will+2 (F+1, R+0, Wis+1)

Disease -2
Poison -2

Combat Trait: Threatening Defender: You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Social Trait: Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Human Feat - Combat Expertise
Civilized Feat - Combat Reflexes
Susrahnite Feat - Improved Initiative
Spear Fighter - Dodge
1st level - Improved Trip
Fighter 1 - Improved Disarm
3rd level - Agile Manuevers
Fighter 2 - Improved Feint
Rogue 2 Talent - Weapon Focus (Longspear)
5th level - Mobility

Fighter 5/Level; Rogue 11/Level; Zero-Level 4
+12-Acrobatics (Dex) 4(+1+1+1+1+1)+3(+1 Balanced Strike)
+10 Appraise (Int) 1(+1+1+0+2+0)+3+2 Racial
+ 9+Bluff (Cha) 1(+1+1+1+1+1)+3(+1 Trustworthy to fool someone)
+ 6-Climb (Str) 2(+1+0+0+0+0)+3
+ 1 Craft (Int) 1+0+0
+ 9 Diplomacy (Cha) 1(+0+2+0+2+0)+3+1 Trustworthy
+ 1 Disguise (Cha) 1+0+0
+ 4 Escape Artist (Dex) 4+0+0
+ 1 Handle Animal (Cha) 1+0+0
+ 1 Intimidate (Cha) 1+0+0
+ 9 Knowledge (engineering) (Int) 1(+1+1+1+1+1)+3
+ 9 Knowledge (local) (Int) 1(+0+2+1+1+1)+3
+ 3 Knowledge (religion - effective 10 max) (Int) 1+0+0+2 Racial
+ 1 Knowledge (untrained - effective 10 max) (Int) 1+0+0
+ 9 Linguistics (Int) 1(+1+1+1+1+1)+3
+ 5 Perception (Wis) 1(+1+0+0+0+0)+3
+ 1 Perform (Cha) 1+0+0
+ 8 Sense Motive (Wis) 1(+0+2+0+2+0)+3
+ 8-Stealth (Dex) 4(+1+0+0+0+0)+3
+ 1 Survival (Wis) 1+0+0
+ 6-Swim (Str) 2(+1+0+0+0+0)+3

Languages known: Susrahnite, Taraamite; Bhangari, Khazistani, Lamuran, Nabastissean, Yar-Ammonite

Gear 3000 Budget

Points Race Level
5 14 +0 14 +0 14 +2
3 13 +4 17 +1 18 +4
5 14 +0 14 +0 14 +2
3 13 +0 13 +0 13 +1
2 12 +0 12 +0 12 +1
2 12 +0 12 +0 12 +1

I have multiple submissions at this point, it seems.

I'll have to see what everyone thinks of the options before moving forward.

If my current PC's could let me know what their opinions are I'll move forward when I have some more feedback.

I will have to leave to run a tabletop game shortly. It will be afternoon tomorrow at the earliest before I can seriously examine several builds.

Just to note, my availability on Saturday and Sunday may be limited with Easter.

Liberty's Edge

Uh, hi there!

I have been invited to make a character and post to this game.

Point the first: I'm unable to make an avatar for this new alias. Apparently this is not a new thing, but they are working on it.

Point Two, The Clone Point: It looks like this party has one person that is reallllly good at melee, one that is reallllly good at range, and one that is realllly good at doing the word things. Hence, I've tried to make someone that could assist in any of those three areas, while not needing to excel at any of them.

Point Three: Return of The Point: Of note! I believe it is no coincidence that in the very most recent post, a need has been stated for Disguise. As luck would have it, the Slayer class is a mix of Ranger and Rogue, and I have taken a person penchant toward disguise! (Among other things.)

Point Four: A New Point: The only vacuum I could see in the party was in the need of the 'rogue-ish' things, so I've invested heavily in those things, specifically Climb and Stealth, with a hint of Sleight of Hand.

Point Five: The Point Strikes Back: I understand that this world is an homage greatly to the works of one Robert E. Howard, and I am greatly familiar with them. Indeed, despite their being around 100 books, I may have read almost all of them. Hence, I'll be borrowing heavily from their influence in how I play my character. (I've not yet got the backstory down, but suffice that it should seem somehow familiar. Indeed, Robert himself said that he did not write the Conan books in any kind of order, but rather it was as if the old rogue was sitting down, drinking wine from a leathern jack, and recounting his stories as they came to him. ... That may or may not be relevant, but I think its a cool thing to know and this is my first, and probably last, relevant place to tell that. =)

Point Six: The Last Point: I'm not quite finished with the character, but most of the major things are down. I should be ready for whenever the GM wants me to jump in. =)

Welcome, Mal! Looking forward to seeing your slayer in action. :)

Yay another person who can do the disguise thing with me!
Now I can travel the town with a friend!


Being you've taken 'Civilised', does that mean your character is a rare half-breed Tharagian? I look forward to reading your backstory. ;)

Welcome on board, Mal!

I'm curious to see your sheet for perusal, Mal!

Meanwhile, Conan was interesting sort. As you probably know, when Howard wrote him he operated under a strange emerging debate in Anthropology which relied heavily on the distinctions between various races, including the idea that as man evolved from Chaos he lost innate parts of himself that were superior in terms of strength, endurance, speed and animal cunning. These traits receded as the comforts of civilization wore them down.

The whole basis for such evolutionary patterns between races has been debunked by modern science, of course; but in Conan's case, it was clear that while he was certainly more powerful in terms of body than the typical Civilized man, he was either unique as a Barbarian (Howard also made it a point to never let us see any other Cimmerians in his short stories; it would erode Conan's mystique if we met others like him, so we can't know how unique he really was) - or if ALL Barbarians had more than a natural animal cunning, but also a keen intellect.

In any case, if I was building Conan's stats via our game, I'd wager he had at least a 16 in Intelligence; this is mainly because in nearly every one of Howard's initial short stories we see that he is gifted with the knowledge of the local languages - both in the mastery of their cultural nuances as well as (in many cases) the ability to read and write their languages (though this wasn't really evident in the stories until he became more powerful).

I'd also gamble that if I was using Core Rules only he'd be Multi-Class in that he'd have skills as a Barbarian, but he was also in at least three stories as a Corsair/Freebooter/Pirate - as well as a skilled Horsemen and an excellent Battle Commander.

Again, I'm sure that is all known to you, though I couldn't resist sharing a little of my own Conan knowledge here as I do enjoy the barbarian character.

It occurs to me that having your guy being the "Barbarian Race" type with a somewhat higher Intelligence and Charisma might make sense if you're going that route, rather than simply Civilized. But I guess we'll see when you're ready to go :)

That said, sorry to ramble at length and I'm looking forward to seeing your sheet!

Liberty's Edge


Tally ho!

(By sheer coincidence, I was asked for a picture and a theme song the very day that I thought of the perfect match for each! It's truly odd because I never do that....)

P.S. And, no, I still can't add a picture to the Alias. This is gonna bother me, because I pride myself that I take such care to get just the right avatar.

6 possible/suggestion/alternate pics of Mal Steelcutter (since you did say on the profile if we found any other angles of the pic, we should show you):

Mal 1
Mal 2
Mal 3
Mal 4
Mal 5
Mal 6


Based on your race and backstory, I'm supposing then that Mal has the following languages:

Tharag Thulan and Lamuran from starting race
Sushranite (bonus language (like Common for us) and ties in with time spent both in Susrah and Gazor)
and plus 1 for INT bonus: Khazistani (both from interactions with wheat merchants and also time spent in Amenti)?

Liberty's Edge

Oh ho! You are correct madam! Duly updated and thank you for looking out for my unusually taunt and perfectly circular behind! Also, I updated with the.3rd picture. =)

At this time I like what I see; however, before confirming anything I am hoping to get feedback from the other players so I know what they think.

I want to make sure that new players mesh well with the group; the more feedback I hear the better we can merge him with the group as a whole.

If the others can toss up their opinions I'll read their comments over and then I'll offer my own feedback to merge things together.

I'm eager to see what everyone has to say, and I hope to see what the others think soon!

Once I have their comments I'll put up my opinions and we can merge him in :)

Mechanically, another fighter type and a frontliner will be welcome. Our poor Bjorn takes a beating most fights.

Lore wise, I believe I have a perfect way go get him into the story...

From what I've seen so far, Mal gets my vote of approval.

Talar Drealev wrote:
Mechanically, another fighter type and a frontliner will be welcome. Our poor Bjorn takes a beating most fights.

Another fighter type is welcome, but if you notice he's a sniper, nothing bigger than a dagger for melee, so he's definitely not a frontliner.

Bjoern and I will be alone up front still :)

(Still gets my vote of approval though)

I definitely missed that he was a sniper, all I saw was "two weapon fighting" and no ranged feats, so I assumed he was a melee character.

Liberty's Edge

Yasala wrote:
Talar Drealev wrote:
Mechanically, another fighter type and a frontliner will be welcome. Our poor Bjorn takes a beating most fights.

Another fighter type is welcome, but if you notice he's a sniper, nothing bigger than a dagger for melee, so he's definitely not a frontliner.

Bjoern and I will be alone up front still :)

Whoa whoa whoa. Let's not talk crazy now. =p

Talar has the right of it. With a high strength, the Toughness Feat, and a good AC (that is better than Yasala's ;-) the basic foundation is suited very well for front-lining.
Using a dagger let's me 1) Use the two-weapon fighting feat freely, and 2)let's me get the benefit of one Weapon Focus feat for all of the weapons I'm using (hence, dagger/dagger).
(Also, the increased damage for larger weapons is pretty minimal. a jump from a d4 to a d6 is only a +1 jump on the average. Not worth the extra feat it would take to get Focus with it.)


Ladies and Gentlemen, Boys and Girls, and children of all ages. Please direct your attention to the CENTER RING where I present to you the Quick Draw feat!
What does that do, you may ask?
It adds a combat versatility where I can be engaged in combat over here BUT then I can have my FULL ATTACK at someone OVER THERE! Because I use only dagger, you see. =)

You see now the method to my madness?? =-]

Silly person, you ask Yasala, the frequent user of quick draw, if she sees the method to your madness? If you look, I also have quick draw so that I can be engaged in combat over here but then have full attack at someone over there, or be using a bow and swap seamlessly to attack in one round! I just use a large sword with cleaves and/or dirty tricks instead of daggers.

We are very similarly based, I just use the bow and sword instead of the stabby vs throwy daggers :)

Talar, the man with 7 archery feats, is not impressed at your ability to do damage at a distance.

He does however have a healthy respect of your up-close dagger damage, and is happy to engage you in a fair fight from the rooftop.

Patenemheb is almost entirely lacking in direct means of doing damage.

But his buffing, healing, and knowledges help keep you lot doing that. ;)

I like what I see of Mal and look forward to reading his rp to get a better impression of his personality and character.

I think it's good to have another fighter in the group, as it appears we'll be doing more side quests in downtime. Having another PC fighter free to, for eg, travel with Tairin or Paten as they go about the city gathering information and forging alliances, will be useful. Bjoern is great at the 'hitting hard' business, yet he isn't much of a talker and isn't a stealthy sort (he's a more in your face kind of guy). Yasala is a fighter and has the ability to speak and be cunning, which is good. Another roguish, clever/cunning sort, that is good with knives and daggers, appeals to me.

A general question: Will there be a story tie-in between Bjoern and Mal, being they are both Tharagians?

Liberty's Edge

Tairin of the Veils wrote:
A general question: Will there be a story tie-in between Bjoern and Mal, being they are both Tharagians?

In sooth I had not planned one. For one, the two characters are so different, I doubt they would have hung out as kids. For two, I get the impression that the Tharagians are modeled after Cimmerians, who are modeled after the Irish. Both were fighting more with each other than any external forces, and are as like to have some kind of tribal feud as not.

But they would've needed to live closer together for that to happen, distances being longer due the lack of standing cavalry. If they need to have one, their clans may have seen each other at a large market day, or a Great Moot, but the relationship would be tangential at best.

Plus, Mal has mostly turned his back on those ways. Just as Conan was more at home in a seedy inn within the underbelly of Shadizar, with a purse full of stolen loot on his hip, a leathern jack of ale in one hand and something soft and barely silken-clad in the other, Mal would care little for any but the most heart-close of feuds in the north.

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