Tales of Sword and Sorcery.

Game Master Berjkley

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

Map: Link


1 to 50 of 54 << first < prev | 1 | 2 | next > last >>

Welcome to a world where men are mighty, women are voluptuous, kings are cruel, and hidden terror lurks in every brooding ruin! It is an age of splendorous but decadent kingdoms, where armies clash at the whims of depraved nobles, and the bloody sword of an adventurer can topple empires.

Hello, I'll be recruiting five or six players to join me on sword and sorcery adventures set on the world of Xoth (The Spider-God's Bride and other tales of Sword & Sorcery). The game will be focused on low magic side of things, so take that into consideration when submitting your concept.

You're strongly encouraged to read the players guide linked below, since it contains the basics of the world, location, cults, gods, races, equipment, magic and what to expect of this game.

Players Guide: Link

The Basics:

Rulebooks
Pathfinder Core Rulebook: By default, everything from the Core Rulebook is allowed, with specific exceptions listed below.
Advanced Player’s Guide (APG): Players must get explicit permission to use any material from the APG (but permission is very likely to be given, unless it “breaks the spirit” of the house rules below).

Level
1st Level characters.

Ability Scores
20 point buy

Races
Human only
You must select a cultural archetype (Check the players guide)
Special variant “races” (such as pygmies and others) allowed on a case-by-case basis. Note that as a general rule, the party can only include a single non-human (or special variant race) character

Classes
The following classes are allowed:

Alchemist (APG)
Aristocrat
Barbarian
Bard (Check the players guide for changes)
Cavalier (APG)
Commoner
Cultist (a variant of Oracle [APG]) (check the players guide)
Druid* (Check the players guide for changes)
Expert
Fighter
Monk
Ranger
Rogue
Warrior
Witch** (Check the players guide for changes)

Most of the alternative class features from the APG are also available, but ask for permission.

Traits
No traits or drawbacks.

Recruitment ends on 23/06/2019 at 9pm GTM -3

If you have any doubt, drop me a line. If you have a concept, but isn’t sure if it would be appropriate for the game, feel free to contact me.

About the DM:

I’m over 30 and been gamin’ for almost two decades now. It started as teen hobby and lasted well into adulthood (fortunately). Recently, I’ve been reading sword and sorcery books and I think a low magic game would be a good change of pace.


Dotting!

Thinking about a Zadjite bard (maybe with a rogue dip?) as a sort of courtesan / assassin type who is possibly also a slave.

Dark Archive

Dotting for interest. I am considering a Mazanian warrior-woman (fighter) with a dip into rogue later.


Interesting. Plenty of material on the setting, but what about the specifics of the campaign itself? Where will we be starting, what will we be doing, etc.?

I'm tempted to try a commoner, but I feel like that might be a bad idea in a party of normal base class characters.


Dotting initial idea is some form of cavalier that doesn’t have an animal companion.

Silver Crusade

I'm thinking of a follower of a Yar-Amonite lion headed goddess (very much a variant of the Egyptian Goddess Sekhmet). Would a Lion Shaman druid be an appropriate class for that?

And would I be limited to the traditional druid weapons? Those are based on Celtic tropes and don't seem that applicable to me.


theasl wrote:
Plenty of material on the setting, but what about the specifics of the campaign itself? Where will we be starting, what will we be doing, etc.?

The players will start on the city of Belthaar, the party gathered there for one reason or the other. Depending on which heroes we get and if they want to start as an already formed group.

For the game itself, I plan to run the modules XP1: The Spider-God's Bride and Other Tales of Sword and Sorcery. A critically acclaimed collection of ten blood-red sword and sorcery adventures, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith, with some original interludes between the adventures and if by the end of XP1 we have a nice thing going on, I’ll move to the other modules and original histories I’ve created.

pauljathome wrote:
I'm thinking of a follower of a Yar-Amonite lion headed goddess (very much a variant of the Egyptian Goddess Sekhmet). Would a Lion Shaman druid be an appropriate class for that?

A lion shaman would be a good fit.

pauljathome wrote:
And would I be limited to the traditional druid weapons? Those are based on Celtic tropes and don't seem that applicable to me.

I don’t mind that much if you stray a bit from the whole “druid” weapon thing. The player’s guide has some suggestions for new weapons and honestly speaking, I don’t see why I can’t use a different weapon as druid, as long it fits the concept.


Thanks! I'm not sure what I want to do yet, I'll give the guide another readthrough or two.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm interested. What is the most common human ethnicity in Belthaar? Thinking of a rogue or perhaps an urban ranger.

Grand Lodge

Colour me interested... gimme a day.

Silver Crusade

Excellent :-). I should have a character up tomorrow


Awesome, always up for Xoth...

Looking at a Decadent Khoran Rogue, daughter of a slave-trading sea reaver captain, and of mixed Ikuna/Tharag Thulan stock...

Silver Crusade

Putting the character together now and some minor questions

1) are we using traits from the Advanced Players Guide?
2) how are we doing hit points for characters and animal companions?
3) are you ok with a Yar Armonite druid being proficient with a sickle sword instead of scimitar? Seems about as powerful as a scimitar to me and fits the culture better. Otherwise I'll stick to normal druid weapons (probably drop scythe as doesn't fit in my mind )
4) how "sexist" and mature are you planning things to be? I'm thinking character is a 17 year old girl, possibly masquerading as a man. Is a martially competent female acceptable (not great, but competent)? Am I going to have to constantly worry about things like rape? "Sword and sorcery" means I thought I should ask.


This looks incredibly exciting!

Looking at some sort of caster, as I haven’t ever played one in a setting such as this one. Can’t decide between Cultist or Witch though.


pauljathome wrote:
1) are we using traits from the Advanced Players Guide?

No traits or drawbacks.

pauljathome wrote:
2) how are we doing hit points for characters and animal companions?

Full HD first level, Half +1 afterwards.

pauljathome wrote:
3) are you ok with a Yar Armonite druid being proficient with a sickle sword instead of scimitar? Seems about as powerful as a scimitar to me and fits the culture better. Otherwise I'll stick to normal druid weapons (probably drop scythe as doesn't fit in my mind )

I don’t see a problem.

pauljathome wrote:
4) how "sexist" and mature are you planning things to be? I'm thinking character is a 17 year old girl, possibly masquerading as a man. Is a martially competent female acceptable (not great, but competent)? Am I going to have to constantly worry about things like rape? "Sword and sorcery" means I thought I should ask.

I’ll borrow the answer from the way of the wicked books for this one:

==//==
Every gaming group has norms of acceptable behavior whether they realize it or not. For example, graphic descriptions of torture are rarely welcome. Still, there may be a compelling reason why villains the players need to torture someone. And why shouldn’t they? They’re villains not heroes after all. But if this is allowed unchecked, it is very likely that lines will be crossed and that the campaign may degenerate into out-of-character arguments about what is acceptable. The solution is to allow the action but to keep the descriptions and details in the realm of a PG-13 movie.
A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell.

“And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.

The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should your game. Instead, roll an intimidation skill check and perhaps a will save. Then cut back to the villain emerging from the cell.
“Her resistance to the mind probe is considerable,” our villain was forced to admit. Failure.

Even the greatest of dark lords have their bad days.
==//==

That being said, I don’t see why I would put the character and player in a situation such as you’re asking. It’s easier just to assume, if the adventure needs, other “lesser” forms of evil, than to submit the player to something that may potentially make then lose the desire to play the character altogether.


Creating a concept. Thinking Djaka Witchdoctor.


Branding Opportunity wrote:
I'm interested. What is the most common human ethnicity in Belthaar? Thinking of a rogue or perhaps an urban ranger.

Sorry, missed your question.

The most abundant ethnicity is Susrahnite.

Susrahnite:

The fertile plains of Susrah are home to a race renowned for their skill in war and their religious devotion.

Appearance: Broad-shouldered, with hooked noses and black, curly hair, the Susrahnites are dressed in flowing robes. The men braid their long beards. The women are lithe, wearing golden armbands and necklaces of pearl; they are prized as slaves in Taraamite seraglios.

Religion: Now here, except perhaps in Yar -Ammon, can there be found as many gods as in the city-states of Susrah. Above the hundreds of lesser gods arise the names of greater deities such as Baal-Khardah, Belet-Lil, Maggash, and Yammosh.

Culture: Susrahnites are a people both Civilized and Decadent, although Decadents are more commonly found among the upper classes. Some men and women of Susrah are Enlightened.

Language: Susrahnite, plus Taraamite as a bonus language.

Silver Crusade

Here is my submission. Thanks for being patient with all my questions :-). I hope my "how mature" question didn't offend you, I've seen some S&S campaigns that have NOT followed the guidelines you suggest above so I thought it best to ask :-).

Tamit appears to be a young Yar-Ammonite man who, together with his pet lioness, makes a living as a guide for caravans.

She is actually a young woman only just 18 who worships one of the old Beast Gods of her people (druid).

Background:

Tamit is from a very minor noble family living in an oasis far from the cities of Yar-Ammon. Even when the worship of the Beast Gods was outlawed they continued their worship in secret and such turned out to be their downfall.

Tamit herself was always drawn to the worship of the Beast Gods, especially to the Lion headed Goddess known to her family as Sekhmet. Like her mother and grandmother before her, she had chosen the path of the Priestess (Druid), the warrior defender of her people.

She was 16 when disaster struck. Somehow, the fact that her people still worshiped the Beast Gods came to the attention of the court and it was decided that they'd make a good example. Low enough in status so that no important friends were insulted, high enough in status to send the message that none were above the law.

Her entire family was condemned to death and all of the local community condemned to slavery. It was only by luck that Tamit was out with Benumau (her lioness companion) when the forces of the Royal House struck. She was the only one from her entire community to escape "justice"

Tamit fled from Yar-Ammon and since has led a hard hand to mouth existence. She has managed to find employment with the caravans of Khazistan, acting as some combination of animal handler, guide and warrior as required. Her lioness friend is as much a hindrance to her finding employment as it is help. She is a valuable fighter but who would trust a lioness not to attack them in their sleep?

She conceals as much as she can possibly can her magic abilities since she knows that people fear anybody who can use magic.

She conceals her gender as she is in a world where a woman alone is in far more danger than a man alone.

Personality:

Tamit likes to think of herself as a hard bitten person who is quite happy with just the company of Benamau. A person who doesn't care for others very much, a more or less honest person who keeps her commitments.

The truth is that, unknown to herself, she is DESPERATELY lonely and unhappy. She has lost her whole family and been forced to make her own way in the world. She has nobody to trust except her lioness friend.

She is actually a fairly kind person. This is very obvious in the way that she treats animals. Although she tries to hide it, she can also sometimes be spotted being kind to children or even other people.

She is firmly and completely devoted to Benamau and readily risks her life for her. Benamau is, in turn, firmly and completely devoted to Tamit. They are partners, blood sisters, comrades, family.

Appearance:

Tamit is very obviously a Yar-Ammonite. Tall, slender, bronze skinned, with black eyes. She constantly wears her crocodile hide armour and usually carries her wooden shield. She covers her armour and her remaining limbs with well made and clean linen clothing.

Although she bears the scabbard for a Khopesh she currently does not actually possess one, having been forced to sell hers awhile back (70 gp doesn't go very far :-().

Masquerading as a male, she keeps her hair cut short and her armour fairly tightly bound. Fortunately, she is slender and so keeping her breasts concealed isn't a huge problem.

Benamau is dressed in a leather harness that acts as armour.

She normally presents a fairly grim facade to others, discouraging others from getting close

Stats:

Tamit
Female human (Civilized) druid (lion shaman) 1
N Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 11 (1d8+3)
Fort +6, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3 (1d6+3) or
. . shortspear +3 (1d6+3)
Ranged sling +1 (1d4+3)
Druid (Lion Shaman) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, shillelagh (DC 13)
. . 0 (at will)—guidance, purify food and drink (DC 12), stabilize
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Great Fortitude, Vermin Heart[APG]
Skills Handle Animal +4, Heal +6, Knowledge (geography) +5, Knowledge (nature) +7, Perception +6, Survival +8
Languages Yar-Ammonite, Khazistani, Susrahnite
SQ nature bond (lion named Benamau), nature sense, wild empathy +1
Combat Gear oil (2); Other Gear chain shirt, heavy wooden shield, club, shortspear (2), sling, sling bullets (20), backpack, bedroll, blanket[APG], fishhook, flint and steel, holly and mistletoe, pot, sewing needle, torch (5), waterskin, whetstone, lion headed carved mask, 4 sp, 3 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Frail -2 save vs poison and disease
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Benumau Stats (lioness):

Benamau CR –
Lioness
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 natural)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+1), 2 claws +4 (1d4+1)
Special Attacks rake (2 claws +4, 1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Tricks Attack, Attack, Attack, Attack Any Target, Come, Defend, Down, Down, Fighting, Heel, Stay, Stay
Skills Acrobatics +7 (+11 to jump), Perception +6
SQ attack, attack any target, come, defend, down, fighting, heel, stay
Other Gear leather armor
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.

Note - I've tried to take spells that are all fairly subtle in their application and tried to follow the guidelines in the guide. But obviously the guidelines are inexact so I'd appreciate feedback if I chose poorly.

I did take one Advanced Players feat - Vermin Heart. I think that everything else is either Core or from the Xoth world guide.

Any feedback is appreciated :-).


Before you stands a large man covered in furs, a Tharag Thulan it would seem. Var you heard him say his name was, selling his services as an animal trainer for the slavers looking for track hounds. His tongue is uncommon here and his negotiations have suffered for it. It seems he now seeks work void of speech, where the edge of his battleaxe can speak for him.

Here is Maho Tsukai's submission. I nixed the Djaka Witch Doctor as it seems we had a couple of druid types interested. I have not spent a lot on gear yet, I went with average wealth for class I hope that is correct. Other than that his profile is basically done.


Okay, a couple questions:
-Is the Mobile Fighter archetype (APG) okay?
-I assume the Pathfinder standard human traits (i.e. ability bonus, bonus feat, bonus skill point) are replaced entirely by the cultural traits in the guide. Is that correct?
-What is our starting wealth? Rolled, average, maximum, or something else?
-The Susrahnite longbow and Khazistani shortbow both say that they have Strength ratings. However, the composite longbow has different costs based on the strength rating, while both of those only have one single price. How much do +1/+2/etc. rated versions of those cost?

I'm thinking of writing up a decadent Susrahnite mercenary of some sort...

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I was thinking of a Belthaar street rat who has trouble with his temper, which often gets him into trouble. Was planning on taking one level of barbarian and then advancing as rogue after that. The dex-based urban barbarian from Ultimate Combat would work best for this, but I'm guessing that this archetype from UC is not allowed, correct?


I do love me some Xoth.
Questions.
1. Unchained allowed?
2. You feelings on Mount/larger companions?
3. Had a third but can't remember it now...


theasl wrote:
Is the Mobile Fighter archetype (APG) okay?

The archetype is okay for the game.

theasl wrote:
I assume the Pathfinder standard human traits (i.e. ability bonus, bonus feat, bonus skill point) are replaced entirely by the cultural traits in the guide. Is that correct?

Yep, the guide is adapted from an old 3.5e D&D version, in which humans didn’t really get any ability score bonus, I think they forgot to explain it on the players guide that the cultures replaces the human standard bonus and traits. For now, don't worry too much about it, I'm more interested on the concept than the actual character sheet (but an character sheet is still needed). Once the game start, I'll talk with the selected players for any fine tune of the actual character sheet.

theasl wrote:
What is our starting wealth? Rolled, average, maximum, or something else?

Average starting wealth decided by class. Pathfinder standard.

theasl wrote:
The Susrahnite longbow and Khazistani shortbow both say that they have Strength ratings. However, the composite longbow has different costs based on the strength rating, while both of those only have one single price. How much do +1/+2/etc. rated versions of those cost?

Follows the same rules as composite longbows and shortbows. +100gp for each Strength rating.

Branding Opportunity wrote:
The dex-based urban barbarian from Ultimate Combat would work best for this, but I'm guessing that this archetype from UC is not allowed, correct?

Yep, we won’t be using UC for this game, so unfortunately this archetype is not allowed as well.

ElbowtotheFace wrote:
1. Unchained allowed?

It depends on what you want to use from Unchained. We won’t be using additional rules such as automatic progression or background skills, or those related to stamina feats, but the changes to base classes might be fine, as long you don’t try something too out of the ordinary for them.

ElbowtotheFace wrote:
2. You feelings on Mount/larger companions?

I have mix feelings about it. However, if you want to go for it, be prepared for some discrimination against the companion and the occasional “It’s a giant monster invading the city” type of stuff. Remember that there is no “abundance” of monsters in the world, so huge animals will, for the most part, be seem as aberrations and threat against society than the actual companion of an adventurer.

ElbowtotheFace wrote:
3. Had a third but can't remember it now...

No problem. Feel free to ask again when and if you remember.

Dark Archive

Definitely interested, glad for the ample recruitment time. I'll likely compose a submission over this weekend.

Grand Lodge

Yeah - need the weekend myself.

Dark Archive

PaleDim wrote:
Definitely interested, glad for the ample recruitment time. I'll likely compose a submission over this weekend.

Still reading the players guide, but still here :) I'm almost certainly going to submit a character that fits the "limited arcana" role.

Grand Lodge

I think I will watch from the side line. I have a lot on my plate atm.


What about Fighter archetype Skirmisher from Ultimate Wilderness?


I was thinking Unchained monk, I like it much better than the standard monk or the brawler.


I am thinking of joining as a Khazrajite Sandman Bard. Had to do an internal debate between that and an Aristocrat/Bard(court bard) hybrid.


I'll finish him up later today or tomorrow, but here is my guy.


1 person marked this as a favorite.
Ironperenti wrote:
What about Fighter archetype Skirmisher from Ultimate Wilderness?

Unfortunately, I’m not familiar with UW, or the changes it introduces to the game, for this game we’ll be using only Core + APG.

ElbowtotheFace wrote:
I was thinking Unchained monk, I like it much better than the standard monk or the brawler.

Go for it, the redesigned core classes from Unchained are allowed for this game.

==//==
Some very late announcements which I forgot to add to the initial recruitment post:

Posting Rate: 1 post/day w/ weekends off.
I’ll check and answer posts in the game two times per day, one in the morning and other in the evening. Because of that, it would be good if the players to commit to at least one post per day during week, with weekends off.

Role Playing:
As said before, this is a low magic game and players that submit a magic user character are expected to role-play that aspect of magic as well. For more info of what to expect check the spoiler or the magic session of the players guide.

Magic Is Mysterious:

«My name is Pharpetron, among those who have known me in Poseidonis; but even I, the last and most forward pupil of the wise Avyctes, know not the name of that which I am fated to become ere tomorrow. Therefore, by the ebbing silver lamps, in my master’s marble house above the loud, ever-ravening sea, I write this tale with a hasty hand, scrawling an ink of wizard virtue on the grey, priceless, antique parchment of dragons. And having written, I shall enclose the pages in a sealed cylinder of orichalchum, and shall cast the cylinder from a high window into the sea, lest that which I am doomed to become should haply destroy the writing.

And it may be that mariners from Lephara, passing to Umb and Pneor in their tall triremes, will find the cylinder; or fishers will draw it from the wave in their seines of byssus; and having read my story, men will learn the truth and take warning; and no man’s feet, henceforward, will approach the pale and demon-haunted house of Avyctes.» — Clark Ashton Smith: The Double Shadow

While almost every sword and sorcery tale seems to include a foul demon, an ancient wizard risen from the dead, or a cult of snake-worshipping priests, these settings are usually referred to as «low magic», at least when compared to the typical high fantasy, quasi-medieval settings so common in roleplaying games.

The major difference is that in sword and sorcery stories, magic is not used as a replacement for technology. Spells and magic items are not used to perform every little task and to make life more convenient for the caster. Rather, magic is a corrupting force that can be dangerous to both health and sanity; it is only used when the sorcerer deems it absolutely necessary.

Common people working their shops or fields, and the majority of soldiers, thieves and merchants, have likely never seen a true magician or seen a spell cast or held a magical item.

Magic is generally feared, and most magicians (but not all) are associated with dark curses, evil gods and unbearable secrets which «Man Was Not Meant To Know». Even priests are usually feared and held in awe by the common man.
In savage areas, magic is widely feared and misunderstood, the province of tribal witchdoctors and shamans, who claim to protect the rest of the tribe from the vengeful spirits and demons that surround them.

The select few who are able to use magic and cast spells guard their secrets jealously and attempt to use it to their advantage, often to the detriment of others, and sometimes also to themselves.

Magical items are rare and are almost never for sale, though on rare events one will turn up in a market, unrecognized for its true value. Spellcasters might be willing to cast some spells for pay, depending on the individual’s motivation or greed


Sailing Khoran for your consideration

Brand
Human Fighter 1
Civilized Khoran (Red hair, blue eyes, 5'6", 185#)

Brand's dark red hair and broad build say he has significant Thulag in his lineage but his swarthy coloring speaks of Khoran. He has learned from an early age that strangers are not to be trusted and it is reflected on his face. He has a grim demeanor and appears ready to use the heavy falcata hanging at his belt.

He has grown up on the docks working aboard ship and has gone on more than one raid. Having seen first hand the effectiveness of a shield he started using one himself early on while choosing a heavy bladed weapon to make the most of his swings.

Defense:
 

Initiative +2
AC 19, touch 12, Flat Footed 17 (+2 Dex, +5 Armor, +2 Shield) 
HP 13 (1d10+2con+1fcb) 
Fort +4 Ref +2 Will +1 

Offense:
 

Speed 30ft 
Melee  Falcata +5 (1d8+3/19-20 x3)
Curved Dagger +4 (1d4+3/18-20 x2)

Ranged 
short bow +3 (1d6 / 20 x3, 60')
stabbing dagger +3 (1d4 / 19-20 x2, 15')

Statistics:
 

Str 17 Dex 14 Con 14 Int 13 Wis 12 Cha 8 
BAB +1 CMB +4, CMD 16

S 15 D 14 C 14 I 13 W 12 C 8
S 7 D 5 C 5 I 3 W 2 C -2

Feats:
 

1. Exotic Weapon Proficiency: Falcata

1BF. Weapon Focus: Falcata

1 culture. Intimidating prowess: add STR with Cha for intimidate

2BF. Combat Reflexes

3.Dazzling Display While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

4BF. Weapon specialization

5. Skill focus: intimidate

Skills:
 

Skill Points = 4 (2 class + 1 INT + 1 culture)

Climb 7 (1 rank, 3 class, 3 Str)
Intimidate 6 (1 rank, 3 class, -1 Cha +3 Str)
Perception 1 (0 rank, 1 Wis)
Profession Sailor 5 (1 rank, 3 class, 1 Wis)
Sense Motive 1 (0 rank, 1 Wis)
Stealth 2 (0 rank, 2 Dex)
Survival 5 (0 rank, 1 Wis)
Swim 7 (1 rank, 3 STR, 3 class)

 

Languages:
 

Susrahnian, Khazistani

Class Abilities:
 

2. Bravery

3. Armor Training

Civilized Cultural Traits:
 

Ability Adjustment:+2 to one ability score: Civilized characters get a +2 bonus to one ability score of their choice at creation to represent their versatile nature.

Educated: Gain 1 extra feat and 4 extra skill points at 1st level, and 1 extra skill point at each additional level.

Frail: Civilized people have a -2 penalty to saving throws against poison and disease.

Gear:
 

Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 2.25#
Backpack (candles x5, rations x3, silk rope 50', torches x3, pitons x3, 5 fish hooks, string 50', sewing kit) 18.5#
Water skin 2#
Falcata 4#
Scale mail 30#
Heavy wood shield 10#
Curved dagger 1#
Stabbing dagger 1#
Short bow 2#
Arrows x20 2#

Light Load 86, Medium Load 173, Heavy Load 260 
Total Gear Weight: 70.75 pounds, Light Load 

PP 0 GP 31 SP 7


I am very interested. I have a few games that seem to be dwindling out, unfortunately.

I am looking at a Tharag Thulen Savage Barbarian. One thing I was curious about is if you would allow the Unchained Barbarian? That link goes to the class and one of the biggest difference is it gives a flat +2 bonus to things instead of the +4 to Str and then go figure out the math from there.

I am cool doing either version of the Barbarian, but who doesn’t like simpler math?

The other question I have is that it says they begin with Tharag Thulen and Lamuran as a bonus language. Is there a common language or will some of us not be able to communicate to the others depending on where we are from?

Disregard... I just reread and saw where it talks about the languages...


Here is my submission. I ended up going with a Tharag Thulen Savage Unchained Barbarian. Gornash the Second


RelicBlackOUT wrote:
I am looking at a Tharag Thulen Savage Barbarian. One thing I was curious about is if you would allow the Unchained Barbarian? That link goes to the class and one of the biggest difference is it gives a flat +2 bonus to things instead of the +4 to Str and then go figure out the math from there.

A bit late, but yes, I would have insisted on the barbarian from unchained, from anyone wanting to play one. Given how deadly the game is with the lack of healing and massive damage rules, it seems ill fitting to have a melee hero at deaths door from losing the CON bonus once he falls unconscious.


Well the nice thing is Unchained Barbarian doesn't gain the ability score bonuses, they just gain a flat temp HP bonus per HD. Let me know what you think of my character submission and feel free to shoot me a PM if you want to work in concept/background stuff. I put something small together, something that could easily be fleshed out to fit the world better. Beyond the players guide I don’t know much of the land.


1 person marked this as a favorite.

No problem, you can always go to the Xoth website/forum, they have some interesting freebies.

Site: link
Forum: link

I had a bit of hard time between extra work and playing the new PoE league, but I'll start reviewing the submitted characters in the next days.


Awesome! I’ll give it a look


I've taken a look at the submitted heros and sent PM's with my initial thoughts on them.

Recruitment ends 26/06.
Just a reminder of those who are still thinking of a concept, or any other interested player that wants to submit a character for the game.


Background:
Var son of Yolind is large human, even by Tharag Thulan standards. On his broad shoulders lays many pelts, and his armor is of a thick hide from animals rarely seen in these parts. His jagged white face is slightly aged, but he has the mobility and strength of youth.

Yolind son of Barthul was also a large Tharag Thulan, he would boast that he was the largest. This was true among the Winter Wolf clan, so most among them simply kept silent about any doubts they had to this claim.

One night a trader caravan from Onar was spotted on the outskirts of the Winter Wolf clan's hunting grounds. Among them was a dark and tall man in chains, taller than even Yolind son of Barthul. The scouts from the Winter Wolf clan watched as he was sold off to the hated Moon Worshipers to the south.

Many began to tease Yolind that he was not the biggest man they have seen. Playful, yet annoying it began to wear on Yolind and he set off one night in a drunken rage to kill the slave and the Moon Worshipers. Believing he was just going to find a cave and sleep it off, as he was known to do, the clan let him be. This was the last the clan had seen or heard of him.

Var, his oldest, could not let his father be remembered so. The Wolf God demanded the return of the clan's Alpha. Var traded all his father's pelts for a reading from the mountain hag Ursilan. She divined that his father is traveling south with the Caravan of slavers from Onar.

Var son of Yolind set off to find his father, Yolind son of Barthul as he believes he must have been captured by the slavers headed south. For many thaws he has searched, but always they have eluded him. His last clue lead him to Belthaar. His attempts to sell his skill at training wolfs and hounds as trackers to the slaves to infiltrate their organization has failed.

Now Var son of Yolind finds himself stranded in Belthaar, far from his home, and without the means to continue his search. He contemplates his future while drinking fire water and staring at the strange sites this "city" has to offer.

Added to my Profile as it should have been previously.


Small Update on Yama, still looking at a background, but he will be a storyteller and try to focus on more close hand combat. No instruments.

Might look into a few levels of Monk to help him land attacks to pass along his spells/songs.


I'm not 100% committed to this guy yet, but here's Balathu - decadent Susrahnite mercenary archer. I might look in a different direction, but for now this is what I've got.

background, description, personality:
Balathu isn't very forthcoming about how and where his journey started, but the Susrahnite warrior has clearly worked hard to get to where he is now. The earliest he's willing to talk about is only about a decade back, when he arrived as a young man in the nearby city of Yaatana and enrolled in one of the mercenary bands charged with "defending" the city. On the battlefield, he was clearly a different breed from the typical sellsword, with sharp discipline and focus. In a short period of time, he built a reputation among the city's forces as a deadly archer. Off the battlefield, though, Yaatana had much debauchery to offer, and Balathu integrated himself almost immediately. Just as his reputation as an archer preceded himself with the mercenaries, he quickly developed notoriety as a potent swordsman in the temples of Belet-Lil, drawn to the pleasures of the Moon-Goddess's worship like a moth to flame. However, his time in Yaatana was not to last long - for some reason or another, a target was eventually painted on his back, and he was narrowly escaped being assassinated after a timely warning from the leader of his mercenary unit. Turned away by the priestesses he had so often sought comfort with, Balathu gathered his gear and fled the city, with no destination in mind.

After leaving Yaatana, Balathu wandered through Susrah for several years, even making his way across the mountains to Khazistan for a brief stay. Along his journey, he supported himself by taking the odd mercenary job - escorting merchants, hunting down criminals, and the like - keeping his martial skills sharp in the process. Yet, his years on the road only deepened his cravings for the pleasures of the flesh. Drawn back to Susrah, Balathu has fallen back into old habits, yet he finds that nothing can compare to his old haunts. He has instead settled down in the nearby city of Belthaar - a city that he calls his old home, though he doesn't mention it in his retellings of the past - where he weighs the decision of risking his head and going back to Yaatana. Not being able to settle on a choice, Balathu continues to take on mercenary work while wasting away the rest of his time.

Tall, well-built, and well-armed, Balathu stands out in a crowd. He is almost never without his arms and armor, and rarely wears the robes typical of Susrahnite civilians. He shaved his head and long beard years ago after fleeing Yaatana, and has decided to not let it grow back until he returns - or, at least, if he ever returns.

On the battlefield, Balathu dispatches foes with a focused, cold efficiency. He rarely if ever displays emotion, keeping a neutral expression whether he's shooting at an enemy a mile away or parrying a sword blow to his face. Off the battlefield, though, years spent running without his usual comforts have left Balathu a weak and craven man, easily led astray by a whiff of sweet perfume or an alluring smile, but never brave enough to get a fair exchange for what he wants.


@theasl, been some time since I last used myth-weavers. The character sheet style looks very good when compared to what it was a couple of years ago.

Just a heads up for those interested.
Recruitment ends in 5 days.


·Storyteller· wrote:
@theasl, been some time since I last used myth-weavers. The character sheet style looks very good when compared to what it was a couple of years ago.

Yep. They actually have two styles - the old one is normal "Pathfinder", while this one is "Pathfinder (experimental)". It lacks some of the automated functions of the former (armor bonus and acp, in particular) but is otherwise much better than the other version.


After a few busy days/week at work, I have finally gotten around to finishing up the backgroud.

Background:

The Al-Khazi Desert isn’t a nice place to visit, not to mention live. But that was Zama’s world and he wouldn’t have changed it if he had the choice. Unluckily for him, he didn’t have a choice and Al-Tawir had other plans for him. Zama has cursed that name more than once in the last few months. It was his time to become part of the Wolves and to get some supplies for their band of wondering Khazraj.
While attacking the unaware travelers, Zama learned lore from the lands and ancient stories that are so distant in the past, it is unknown if its truth or fantasy. He would also travel into the ruins of old, using his skills to search for treasures and secrets. With each new thing he learned, it became more and more apparent that his life wasn’t just meant to attack the unaware and to rob the rich. He wanted to get more knowledge and uplift his people from the nomadic people that they have become and return to a people with a solid foundation and a place to call their own. A way to turn the small Yirlar Oasis into a real settlement for his people.
A settlement will not be enough though, and he knows it. They will need something to gather around, a symbol of hope and unity. They will need a leader that can knock some sense into their stubborn heads.
The journey will not be an easy one, as he knows that his people have a bad reputation. He will have to hide who he is and will have to try and erase any traces of his past, until he is ready to return to his people and uplift them to where and what they should be. A united people.
In preparation for his travels, he had scavenged the used clothes of a band of Khazistani travelers, a light garment from one of the poor saps who didn’t see their death coming. Luckily for him, there was not damage to the clothes. He left that night on a stolen camel and trimmed his beard in the morning to match his new clothes. His old life is on hold while he makes a better future for his people.


Well, I don't think we'll get any more attention than this, so no point extending the recruitment longer.

I'll give a couple more hours if anyone that has already showed interest, or wants to make any last minute change to already submitted characters.

Thank you everyone that applied to the game.


Hey - just wanted to let you know that I was in the process of scrapping Balathu and starting over with a Zadjite rogue...which I should have done by the end of the day. Oops. :D

Liberty's Edge

I am very interested in this game, if possible. I am looking at a monk character and I will try to have most of the information completed by tonight if that is ok..

Liberty's Edge

Ok, here is the crunch for my submission...I will add a background next.

Fa Ying:

Fa Ying
Male human monk (zen archer) 1
LN Human - Taikangian (civilized)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Wis)
hp 12 (1d8+4)
Fort +2, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee kama +2 (1d6+2) or
. . unarmed strike +2 (1d6+2)
Ranged or
. . composite longbow flurry of blows +1/+1 (1d8+2/×3) or
. . composite longbow +2 (1d8+2/×3)
Special Attacks flurry of blows, perfect strike 1/day
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-Blank Shot, Precise Shot, Toughness
Skills Acrobatics +6, Perception +8, Perform (wind instruments) +4, Sense Motive +8, Stealth +6
Languages Bhangari, Taikangian
Other Gear composite longbow (+2 Str), kama, backpack, belt pouch, blanket[APG], flint and steel, silk rope (50 ft.), waterskin, 44 gp, 5 sp
--------------------
Special Abilities
--------------------
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Tales of Sword and Sorcery. Recruitment All Messageboards

Want to post a reply? Sign in.