Aku's Tales of Sword and Sorcery


Recruitment

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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.

The World of Xoth is a campaign setting inspired by the exciting pulp fiction of such great authors as Robert E. Howard, Clark Ashton Smith, Fritz Leiber, Michael Moorcock, and Charles R. Saunders. Read on, and prepare for high adventure, as your characters cut a crimson swath through savage jungle kingdoms and thronged desert cities. From the forbidden catacombs of Belthaar to the sunken temples of Namthu, a world of adventure awaits you!

About GM:

I’ve been gaming for some time now, and was more active on the boards a couple of years ago, but due to life kicking my backside several times, I had to end/leave several of my games. Things got better to me since then.

I’ll run several different tales, some of them inspired by the campaign book: Spider God’s bride: Tales of sword and sorcery, others from my own nebulous mind. Those games will connect to one another, forming a large campaign or history/plot, but they are ultimately separated histories.

Settings changes:

Player Guide
Grab a copy of the player guide, read it. That is mandatory for anyone that wants to apply for this game.

Things to consider:

Sword and Sorcery

The worlds of sword and sorcery adventures are quite different from the «high fantasy» environment assumed by the core rules. In sword and sorcery, the world is dominated by human races; other races (usually degenerate survivors of an earlier age) and supernatural monsters exist only in hidden or lost enclaves far from human civilization. Combat is bloody and brutal, and magical healing does not exist or is very limited. The use of real magic or sorcery is uncommon, and when used its effects tend to be subtle. Sorcerers are almost always villains, tainted by cosmic evil. Permanent magical items are extremely rare, and never for sale.

To establish the proper atmosphere for the adventures in the World of Xoth, the following adjustments to the core rules are in effect. Ask your Game Master for campaign specifics.

This game will use a lot of variant rules described on the players guide, you should read the following entries, and ask me if there’s any question about it:


  • Out With Alignment
  • Monsters Are Monstrous
  • Magic Is Mysterious
  • Combat Is Deadly
    A special attention to Massive Damage rules.
  • Wounds Heal Quickly
  • Treasure Should Be Spent
  • The Tale Is Its Own Reward

Character creation rules:

Follow the rules described on the players guide, but it can be summarized by the following:

Step 1—Determine Ability Scores:
Use 20pt-buy system. No score below 8 or above 20 after racial adjustments.

Step 2—Pick Your Race:
Use one of the 20 races described on the players guide. Anything else from pathfinder check with me first, but be prepared to give me a good reason why you should use a different race.

Step 3—Pick Your Culture:
Choose from the list described on the players guide.

Step 4—Pick Your Class:

Core Classes:
Barbarian: Savage warriors are found in all wild lands, from the fur-cloaked clans of Tharag Thule, to the tribal spearmen of the Jungle Kingdoms and the pygmies of the Silver Lotus Isles. Many hillmen of Lamu are barbarians, and the piratical Sea Reavers include a few wandering barbarians and other outcasts.
The following archetypes from the APG are appropriate for barbarians of Xoth: Breaker, Brutal Pugilist, Drunken Brute, Elemental Kin, Hurler, Invulnerable Rager, Mounted Fury, Savage Barbarian, Superstitious, and Totem Warrior.

Bard: Forget what you know about harp-wielding minstrels. The «bards» of Xoth should be played as decadent courtiers, shadowy spymasters, sullen temptresses, and scheming eunuchs. Their mix of social skills, powers of suggestion, knowledge of secret lore, and dabbling in sorcery, makes them formidable opponents or valuable allies. They are found in the cities and courts of most nations, particularly in Zadj, Yar-Ammon, Khazistan, Susrah and Taraam.
The following archetypes from the APG are appropriate for bards of Xoth: Archivist, Court Bard, Magician, Sandman, Savage Skald, Sea Singer, and Street Performer. In addition, this book includes the Temptress/Tempter and Spymaster archetypes.

Cleric: The cleric class does not exist in the World of Xoth. The cultist class, included in this book, fills the cleric’s role as servant of the gods.

Druid: Among savage tribes, from the frozen wastes of Tharag Thule to the steaming jungles of Yalotha in the south, the druid is a shaman or witch-doctor, who speaks with ancestor spirits and spirits of the mountains and lakes, commands animals and the souls of the dead, and curses his enemies with powerful juju. He declares taboos and crafts masks and drums to terrify his enemies; he beseeches the powerful beast-gods of the wilderness for aid; and he knows the secrets of strange herbs and deadly poisons.
Special Rules: Druids of Xoth do not have the Wild Shape ability. The character gets a bonus feat per daily use of Wild Shape instead (for example, a 10th-level druid with wild shape 4/day would have a total of 4 bonus feats). They gain another bonus feat at 13th level instead of A Thousand Faces.
Legends speak of the Primal Druids (or Ur-Druids), servants of the ancient nature-goddess Xu-Neb-Ur-Hat, who were able to shapeshift, but this ability has now been lost.
The following archetypes from the APG are appropriate for druids of Xoth: Aquatic Druid, Arctic Druid, Blight Druid, Cave Druid, Desert Druid, Jungle Druid, Mountain Druid, Plains Druid, Swamp Druid, and animal shamans, such as Bear Shaman, Eagle Shaman, Lion Shaman, Serpent Shaman, or Wolf Shaman. In addition, this book includes the Witchdoctor archetype.

Fighter: Fighters fill the ranks of armies and mercenary companies in the lands of Susrah, Khazistan, Yar-Ammon, Zadj, Taraam, Nabastis, and elsewhere. They are expertly trained in the art of war and include swordsmen, archers, pikemen, and cavalry. Nobles are often of the fighter class. Occasionally, fighters and mercenaries abandon the army and turn to a life of banditry along with rogues.
The following archetypes from the APG are appropriate for fighters of Xoth: Archer, Free Hand Fighter, Mobile Fighter, Phalanx Soldier, Polearm Master, Roughrider, Savage Warrior, Shielded Fighter, Two-Handed Fighter, Two-Weapon Warrior, and Weapon Master.

Monk: While monks are quite rare in the West, they are common in the mysterious lands of the East, such as Laksha, Ghoma, Azjan and Taikang. Some travel across the ocean or overland to the West, either as lone seekers of wisdom, or as agents on a secret mission from their monastic order. Some cities in the West even have secret underground temples dedicated to the strange Eastern philosophies.
The following archetypes from the APG are appropriate for monks of Xoth: Drunken Master, Hungry Ghost Monk, Ki Mystic, Monk of the Empty Hand, Monk of the Four Winds, Monk of the Healing Hand, Monk of the Lotus, Monk of the Sacred Mountain, Weapon Adept, Zen Archer.

Paladin: Paladins do not exist in the World of Xoth. The cavalier class from the APG fills the paladin’s role as valiant, mounted knight.

Ranger: Rangers of Xoth are men and women who thrive in the savage wildernesses, from the dark jungles of Yalotha and Mazania to the scorching deserts of Yar-Ammon and Khazistan. Many are nomads who can quickly travel vast distances on their horses and camels. The ranger class is also suitable for lone hunters, assassins and slayers.
Special Rules: When selecting «Humanoid (human)» as a favored enemy, rangers of Xoth must also specify a culture (see the Cultures of Xoth chapter). The favored enemy bonuses apply only to members of that culture. Rangers can have multiple cultures as favored enemies.
The following archetypes from the APG are appropriate for rangers of Xoth: Beast Master, Guide, Horse Lord, Infiltrator, Skirmisher, Spirit Ranger, and Urban Ranger. In addition, this book includes the Amazon and Slaver archetypes.

Rogue: Every city or town of some size, from the slaver-fortress of Al-Qazir to thousand-columned Achad of the Taraamites, is filled with thieves and assassins, gamblers, kidnappers, and lotus-traders. Plains and mountains are plagued by bandits, slavers and highwaymen, and pirates and reavers are the scourge of the seas; the latter even have their own «kingdom» centered on the impregnable sea-citadel of Khora.
The following archetypes from the APG are appropriate for rogues of Xoth: Acrobat, Burglar, Cutpurse, Poisoner, Rake, Scout, Sniper, Spy, Swashbuckler, Thug, and Trapsmith. In addition, this book includes the Torturer archetype.

Sorcerer: The sorcerer class does not exist in the World of Xoth, at least not for the human races. There may be some pre-human races or unique creatures that have innate sorcerous abilities similar to sorcerers.

Wizard: The wizard class does not exist in the World of Xoth. The witch class from the APG fills the wizard’s role as arcane spellcaster.

Additional classes:
The base classes from the APG have the following characteristics in the World of Xoth:
Alchemist: In every city in the World of Xoth, there are individuals who dabble in alchemy, creating potions, powders, and explosives. But the real masters of this art are those that supply the raw materials; the Biramites, a sub-tribe of the Khazrajites, roam the lands west of Jairan and harvest resins from rare plants, mine the pits of Naphat for its black viscous liquid, and extract various salts from dry river beds in the desert.
The Biramites are traders of myrrh (the Yar-Amonites purchase it for use in mummification), frankincense (used in the rituals of all cults), bitumen (used for waterproofing seagoing vessels anywhere from Zadj to Nabastis), and naphtha (the main component of alchemists’ hurled bombs).
The myrrh and frankincense provided by the Biramites is also used in healing potions and medicine. Special Rules: Alchemists of the Biramite nomad tribe gain the Infusion discovery as a bonus discovery, representing their use of herbs, plants and incense to create balms and powders that others can use.

Cavalier: Mounted knights in heavy armor are found in particular in the lands of Lamu, Taraam and Khazistan, where they are commonly used as shock troops and imperial bodyguards.

Inquisitor: The Inquisitor class does not exist in the World of Xoth.

Oracle: The Oracle class does not exist in the World of Xoth, but the mechanics of the class are used in the new Cultist class, detailed in this book.

Summoner: The Summoner class does not exist in the World of Xoth. It is possible that there are lost tomes of forbidden knowledge waiting to be rediscovered that would open this path of sorcery for humans; such summoners must use the Star-Spawn Prophet archetype (not included in this book).

Witch: Witches and warlocks are the most powerful arcane spellcasters of the World of Xoth. The men and women who take this path are few indeed, for it means making a pact with an unknown entity. The witch’s familiar, an animal far more intelligent than normal beasts, is the bond between the witch and this nameless patron. Without the familiar, the witch is powerless and unable to learn or memorize spells. Some sages even speculate that the familiar is some sort of parasite that uses the witch to grow more powerful and intelligent...
Special Rules: The witches of Xoth do not know the real identity of their patrons. Instead of selecting a bonus patron spell from a theme-based list, the witch can choose any level-appropriate spell (chosen from the cleric, druid or wizard spell lists, and subject to the game master’s approval) whenever she is due to gain a new patron spell.

New class:
Cultist

The Cultist class is a variant character class, based on the Oracle class from the Advanced Player’s Guide (APG).
A Cultist is a member of a religious organization devoted to the worship of a powerful entity, such as a god or demon. The Cultist starts out as an acolyte, whose duties include studies of the cult’s secret texts, as well as guarding the cult’s temple and protecting its interests. As he rises in the ranks of the cult, the Cultist becomes a teacher of acolytes, standing at the center of rituals of worship and sacrifice. Eventually, he may become high priest of the cult, with full and undisputed control over its temples, treasures, relics and priests.

Step 5—Pick Skills and Select Feats:
Allowed sources: Core Rulebook, APG.
Also, no traits or drawbacks.

Step 6—Buy Equipment:
Allowed sources: Core Rulebook, APG and Xoth’s player guide.
Heavy armor cost five times more than described on the equipment section. No magic item is for sale.

Step 7—Finishing Details:
Background,
Motivation,
Personality,
Appearance,
Link to two posts (one combat and one RP) from any other game play/played.

Tips to get selected:

Copied from the most awesome GM I’ve played with:


  • I insist that players post more than "I attack with my battle axe." in their combat posts. You don't need to pen a novel for each and every post, but I am looking for descriptive/substantive posting, both in and out combat. Let's tell a story together! If you don't think you're up for this, please do not apply.

  • I am looking for players who post with "nudges" and "hooks" that generate energy by allowing ample room for other players and the GM to grab the baton and move forward. Momentum is the single most important ingredient of a successful PbP game, and that responsibility is on the shoulders of every player as well as the GM.

  • I want players who want to post often. (Preferably 2+ times a day, but 1/day is acceptable.)

  • If you are already playing in a lot of PbP games, I would prefer that you don't apply. I want players to be able to dedicate energy to their games, and I have seen too many players stretch themselves thin which causes their games to suffer.

  • Poor spelling and formatting are irritating things to me. I myself am not perfect (since English is not my native language) but try not to suck at these things. The player should use some text editor to prevent some silly typos, as well format his post to make it easier and pleasant to read.

Any doubt, please drop me a line.
Recruitment will be open for two weeks, the deadline for submissions being December 28.


Did somebody say Robert Motherf&%&ing E. Motherf+~&ing Howard?
First for Damned wretched sorcerer, take a taste of my steel!

Sir, you got my dot. Later you will have my submission.


I must say I'm intrigued by the setting and reading through the player's guide. Count me in for a submission. I'm thinking a Bhangari of some sort, but I'll get back to you.

Dot.


Dotting. I am guilty of being in several PbP's...but a few are PFS and will end shortly...and I adore the Hyborian Age.


I really like the detail in the player's guide.


I'd be interested. I'll post up a character soon. :)


Dotting for definite interest. I'll have to take a look at the player's guide when I get home from work tonight.


Dotting. Very interesting stuff! I love Conan and collected its black and white books on the past :)


I'm a bit confused on a few points. Are we limited to the equipment listed in the book, or are those just additions to the CRB equipment? And it emphasizes the lack of healing magic, but doesn't seem to restrict the use of cure spells (if you're playing a bard, cultist, or witch)-- just resurrection spells. Did I miss that somewhere?


Do you plan on being as restrictive on spell lists as indicated in the player's guide?


Just a clarification, I assume this is to start at 1st level. Is that correct?


Thanks for the questions and sorry for the delay.

SodiumTelluride wrote:
I'm a bit confused on a few points. Are we limited to the equipment listed in the book, or are those just additions to the CRB equipment?

Anything from the Pathfinder Core Rulebook, Advanced Player Guide and Xoth's player guide is allowed for this game. Items from another books (such as ultimate equipment) isn't.

SodiumTelluride wrote:
And it emphasizes the lack of healing magic, but doesn't seem to restrict the use of cure spells (if you're playing a bard, cultist, or witch)-- just resurrection spells. Did I miss that somewhere?

Well, that's a good point I hadn't noticed (because when I first got into the world of Xoth, I used a different book other than the players guide and it describes there the restriction), but you are correct, cure spells and its spell family doesn't exist on this world.

JoshB wrote:
Do you plan on being as restrictive on spell lists as indicated in the player's guide?

At least at the beginning yes. If down the line we notice it isn't helping the game, then we might revise some of those rules. One thing though, even if we change things, there will be no artillery spells.

Talomyr wrote:
Just a clarification, I assume this is to start at 1st level. Is that correct?

Level 1,

Average gold for the class.
Half +1 for HP.


AAAAAKU! Sorry, I couldn't resist :P Anyways, this sounds very interesting. I'll get to work on a character soon-ish.


In addition to above questions, what sort of posting rate will you be looking for?


DM Aku wrote:


Level 1,
Average gold for the class.
Half +1 for HP.

Is the Half +1 for HP for levels after the first or is that changing starting HP?


The Tick in the Barrel wrote:
In addition to above questions, what sort of posting rate will you be looking for?

From the "Tips to get selected" spoiler above:

DM Aku wrote:
I want players who want to post often. (Preferably 2+ times a day, but 1/day is acceptable.)


Talomyr wrote:
The Tick in the Barrel wrote:
In addition to above questions, what sort of posting rate will you be looking for?

From the "Tips to get selected" spoiler above:

DM Aku wrote:
I want players who want to post often. (Preferably 2+ times a day, but 1/day is acceptable.)

Wow, I totally missed that spoiler - thanks!


Here is my submission.

RPG Superstar 2012 Top 16

Interested. Ideas are fermenting.


I'd like to make a bard, but first I'll need some GM adjudication. The archivist gets the following ability at level 2:

Archivist wrote:
Lore Master - At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.

As written, this ability isn't great (it doesn't give the normal Lore Master's ability to always take 10 on Knowledge checks). However, the designer has said that this was meant to replicate the normal Lore Master ability, just gained at level 2 instead of level 5. On the other hand, the designer doesn't have any official rules-changing authority, and last I checked there's no official FAQ about it. So my question is, would you say this ability function as written or as intended?


This looks amazing, buuut.... I'm already part of 7 PbP games. One of which is on the verge of dying, and most of the others are slow. Is that okay?


Here's D'Voon, a foppish rogue of the Sea Reaver Isles. Some crunch isn't correct (e.g. it's +2d6 for SA, if he's Decadent.)

D'Voon:

D'Voon
Male human rogue (scout, swashbuckler) 1 (Pathfinder RPG Advanced Player's Guide 134, 135)
N Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +3 (1d4/19-20) or
. . kukri +3 (1d4/18-20) or
. . rapier +3 (1d6/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Iron Will, Weapon Finesse
Skills Acrobatics +7, Bluff +9, Diplomacy +7, Disable Device +7, Escape Artist +7, Knowledge (local) +6, Perception +5, Perform (wind instruments) +7, Sense Motive +5, Stealth +9; Racial Modifiers +2 Bluff, +2 Knowledge (local), +2 Stealth
Languages Ikunan, Khoran
Other Gear lamellar cuirass[UC], blunt arrows[APG] (20), cestus[APG], kukri, rapier, shortbow, Flute, silk rope (50 ft.), thieves' tools, 15 gp
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
--------------------
The ebon-skinned man rested languidly in his hammock, an emporium of spices heaped around him, shafts of sunlight illuminating floating dust and his flashing green eyes. ”Here to renegotiate, Vaustiano? Or were you trying to pick me off, like you did your last procurer?” As the merchant Vaustiano began to reply, the man slid smoothly from his hammock to his feet, a kukri appearing in his hand. ”Indeed, we -should- renegotiate.” He stepped smoothly toward the merchant and his henchmen, sighing. ”Let’s settle this quickly—I have an appointment with some delightful acolytes of Belet-Lil and I shouldn’t like to be late.”

Background
D’Voon can be found in the more moneyed and honeyed parts of Khora, murmuring to the courtesans and dancers of various shadowed courts, or playing his kala flute in rooms quiet or loud, his eyes closed and occasionally snapping open to view his audience. His dear grandmother was abducted from Ikuna during a slaving raid; brought to Khora, she wound up putting her first ‘husband’ in a fine stew, but after that, found a kindred spirit in a Susrahnian exile. D’Voon’s parents were a son of that union and a piratical woman of Khoran and Azimban descent, who let D’Voon in on the sprawling and diverse familiy businesses—trade in exotic goods, crime, art, assassination, music, the occasional scouting expedition, and (legal) prostitution. D’Voon took to it all like a fish to water, relishing in the wild mix of his native Khora.

Motivation
D’Voon is an insatiable hedonist and full of boundless curiosity. If it can be imbibed, tasted, stolen, or gently caressed, his interest is piqued. While his morals are not particularly strong, D’Voon generally looks down on slavery and will often kill a slaver without provocation.

Personality
D’Voon is a dandy and a fop—he enjoys fine drink and food, the more exotic the better, although he tends to be a nibbler. An enthusiast of music, he practices his flute playing as much as he does his knife and rapier wielding. He is nearly constantly in love with one concubine or another, usually several at the same time, and alternates between passionate poetry and polymorphous perversity. He harbors a desire to somehow infiltrate the city of Boma-Ya and fling himself among the Amazon women therein.

Appearance
D’Voon is usually caparisoned in rich dark colors such as purple and green, offset with bright silk scarves and the like, often gifts from dancing girls. His appearance is primarily Ikunan, with some Khora mix making him even more striking. He sports several tattoos of the Azimban variety, and has adapted tribal facepaints to a more urban modality. He will laugh in agreement when accused of being effeminate. A closer look, however, reveals that his attire is always practical in terms of combat and burglary,.


Tapped for interest!

I Love this sort of setting and have a character in mind.

are there slots still open?


Character base would be a Yar-Ammonite Temptress. A harem girl who was 'rescued' from the seragilio by a passing Disaster of adventurers.
Set free into the world with gold, good looks and a keen mind.
a few years later the girl is now a woman, wizened and hardened by a few traumas and scars.


@Talomyr

Thanks for pointing out the posting rate when asked.

Brain in a Jar wrote:
Is the Half +1 for HP for levels after the first or is that changing starting HP?

Standard stuff: Max at level 1, half+1 on subsequent levels.

SodiumTelluride wrote:
As written, this ability isn't great (it doesn't give the normal Lore Master's ability to always take 10 on Knowledge checks). However, the designer has said that this was meant to replicate the normal Lore Master ability, just gained at level 2 instead of level 5. On the other hand, the designer doesn't have any official rules-changing authority, and last I checked there's no official FAQ about it. So my question is, would you say this ability function as written or as intended?

You can use it as intended.

The Doomkitten wrote:
This looks amazing, buuut.... I'm already part of 7 PbP games. One of which is on the verge of dying, and most of the others are slow. Is that okay?

The number of games is relative. As long you aren’t stretching yourself trying to keep up with many games, it’s fine. If you feel you are able to keep up, then yes, you should apply.

Sentienthydra wrote:
Are there slots still open?

I’ll accept submissions up to December 28.

---

For those who already posted their submission, I’ll review the characters on weekend.


DM Aku wrote:
SodiumTelluride wrote:
As written, this ability isn't great (it doesn't give the normal Lore Master's ability to always take 10 on Knowledge checks). However, the designer has said that this was meant to replicate the normal Lore Master ability, just gained at level 2 instead of level 5. On the other hand, the designer doesn't have any official rules-changing authority, and last I checked there's no official FAQ about it. So my question is, would you say this ability function as written or as intended?
You can use it as intended.

Cool, I'll get to building.

DM Aku wrote:
The Doomkitten wrote:
This looks amazing, buuut.... I'm already part of 7 PbP games. One of which is on the verge of dying, and most of the others are slow. Is that okay?
The number of games is relative. As long you aren’t stretching yourself trying to keep up with many games, it’s fine. If you feel you are able to keep up, then yes, you should apply.

Completely agree-- we all have different limits as far as what we can handle. One person here on the forums (fora?) says he regularly has 15+ games going at a time-- running 10 or so and playing in another 5. I also have a friend who says 2 would be too many for him. Personally, my ideal number is ~4. It's whatever you feel comfortable with. :-)


I'm not sure my posts for my barbarian in my play-by-email game can be linked to, as it's a Yahoo Groups thingy, so I'll copy and paste them. My barbarian is basically Conan. :D

RP post:

[GM - old]
The horridly ugly, burned dog snarled at the Shoanti, still wary of the bristling barbarian. Nualia, however, met his furious gaze without flinching. Her laughter was like music when he backed away, down toward the room where their trap was set. "Going so soon?"

[I'Daiin - new]

I'Daiin returned her laugh, two octaves lower and on far more brutish instruments. "I've hidden Bruthazmus' head in your stinking dungeon. Which will you find first, his ugly face or my sword in your guts? You may trip over your witch's corpse as well; I burned her until she looked like your dog. She screamed for mercy, but I have none left to give."

I'Daiin pointed his sword and moved back, his eyes never leaving the infernal pair.
"Come and get me, you empty-wombed whore of dust. I am no hero--simply your death." And then the barbarian was around the corner, vanished away.

Here's a sample of combat from my bloodrager:

Full Attack


Are you accepting submissions from experience Pathfinder players who have never played by post? Your requirements list two links to previous games, of which I have none. Is there an alternate way to prove my credibility and experience?

Also, do you prefer submissions posted on this thread or sent to you privately?


This looks really interesting! Been playing a lot of 5e lately, and this looks like a great change of pace. I'd likely play a Civilized Taikangian Monk, likely Zen Archer. I have some past PbPs with my friends, but I'm mostly pretty new to this format. I can link some stuff from here and reddit as well if you want/need accreditation.

Mostly I'd be excited for a bit of more RP-filled play if that's what you're looking for. Seems to be what this setting is about.


Sorry for so many questions. I don't know anything about the scenarios you listed-- can you tell us a bit about the story hook? Or have you withheld it on purpose, and intend to start with a "let's go recruit the party" segment?


Scott Melville wrote:
Are you accepting submissions from experience Pathfinder players who have never played by post? Your requirements list two links to previous games, of which I have none. Is there an alternate way to prove my credibility and experience? Also, do you prefer submissions posted on this thread or sent to you privately?

I have nothing against first times PBP players, you can make your submission without worrying that it'll weight against you the fact you don't have a PBP history, and you should post here on the recruitment, once you have fleshed out your concept/character.

SodiumTelluride wrote:
Sorry for so many questions. I don't know anything about the scenarios you listed-- can you tell us a bit about the story hook? Or have you withheld it on purpose, and intend to start with a "let's go recruit the party" segment?

Don't worry, questions are welcome.

The player's guide has information about the Scenario, cities, cult, gods, regions, map, legends and some other cool information you can use to create your character. As for the hook, I purposely omitted that information, to allow players create anything they like, without being withheld by hooks decided by the GM.


@DM Aku - A couple of longer term (I know, dying is a REAL possibility in this setting) questions:

(1) How quickly do you foresee leveling to occur in this game? (The primary character concept that is floating around my head would be multi-class - Lamuran Degenerate (or maybe Civilized) Fighter/Witch)

(2) Unless I just missed it, I did not see anything about prestige classes in the player's guide. Do they exist on Xoth?


So, should we provide a full character sheet here in the recruitment thread?


Just for the record---I'm very mindful of the fact that a bunch of Howard's Conan stories are both dreadfully racist and sexist, and despite the fact that the character I submitted is quite the gigolo, he would not be intolerable and gross. I dislike the kinds of tables and games where women or any other group are made to feel uncomfortable, especially at a time when fantasy games and books are enjoying a wider audience than the ol' "bunch of teen dudes" of yesteryear.


Here's my submission; it's still incomplete. I should finish the background this weekend. ;)

Oh, and I'm also onboard with what Axolotl just said. I think there's a healthy line where we can still play with good taste.


This sounds really cool. I'll try to put a character together this weekend.


A question:

Is the Sword-Devil ranger archetype allowed? It is basically a spell-less unarmored ranger more focused in combat.

It is included in the first issue of the Pathfinder Worldscape comic and it is the one Red Sonja is given. Some general info can be found here and I can provide you with the specific rules if you want.

Also, the following question interests me as well:

Talomyr wrote:
(1) How quickly do you foresee leveling to occur in this game? (The primary character concept that is floating around my head would be multi-class - Lamuran Degenerate (or maybe Civilized) Fighter/Witch)

And, given your allowed sources for feats (Core, APG), neither Slashing Grace nor Dervish Dance (or the Advanced Weapon Training and Advanced Armor Training options for that matter) are allowed, correct?


Axolotl wrote:
Just for the record---I'm very mindful of the fact that a bunch of Howard's Conan stories are both dreadfully racist and sexist, and despite the fact that the character I submitted is quite the gigolo, he would not be intolerable and gross. I dislike the kinds of tables and games where women or any other group are made to feel uncomfortable, especially at a time when fantasy games and books are enjoying a wider audience than the ol' "bunch of teen dudes" of yesteryear.

Thank you for taking the time to think about this aspect of your character. ^,^

Makes me feel a bit better about my randomly rolled framework (Yar Ammonite Bard [temptress] gal)


Talomyr wrote:
(1) How quickly do you foresee leveling to occur in this game? (The primary character concept that is floating around my head would be multi-class - Lamuran Degenerate (or maybe Civilized) Fighter/Witch)

Elric of Melnibone, you said? :D

About the leveling, I’m not sure yet. First couple of levels shouldn’t take too long. But I would say medium speed.

Talomyr wrote:
(2) Unless I just missed it, I did not see anything about prestige classes in the player's guide. Do they exist on Xoth?

I’m not sure yet. If it’s something thematic, then we might use, but that’s long term planning. For now, go under the assumption there’s no prestige classes.

Axolotl wrote:
Just for the record---I'm very mindful of the fact that a bunch of Howard's Conan stories are both dreadfully racist and sexist, and despite the fact that the character I submitted is quite the gigolo, he would not be intolerable and gross. I dislike the kinds of tables and games where women or any other group are made to feel uncomfortable, especially at a time when fantasy games and books are enjoying a wider audience than the ol' "bunch of teen dudes" of yesteryear.

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 the players need to torture someone. And why shouldn’t they do it if they want? 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.

To solve this, I’ll 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 will my game. Instead, the player rolls 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.

hmnhntr wrote:
So, should we provide a full character sheet here in the recruitment thread?

Yes. You aren’t required to create a new alias for your character tho, unless you get selected to the game.

F. Castor wrote:

A question:

Is the Sword-Devil ranger archetype allowed? It is basically a spell-less unarmored ranger more focused in combat.

I’ll look up the archetype with more time on weekend.

F. Castor wrote:
And, given your allowed sources for feats (Core, APG), neither Slashing Grace nor Dervish Dance (or the Advanced Weapon Training and Advanced Armor Training options for that matter) are allowed, correct?

Both feats aren’t in the allowed source books and can’t be used for this particular game.


I was thinking about doing a Yar-Ammonite Cultist, but none of their gods (old beast headed ones or Zothur) have cults stated up. Is there something somewhere else?

Also, where are the explanations of what the Cult Secrets are? The cults that are stated out list the secrets, but I can't find anywhere that says what they do.


DM Aku wrote:
Talomyr wrote:
(1) How quickly do you foresee leveling to occur in this game? (The primary character concept that is floating around my head would be multi-class - Lamuran Degenerate (or maybe Civilized) Fighter/Witch)

Elric of Melnibone, you said? :D

About the leveling, I’m not sure yet. First couple of levels shouldn’t take too long. But I would say medium speed.

Talomyr wrote:
(2) Unless I just missed it, I did not see anything about prestige classes in the player's guide. Do they exist on Xoth?

I’m not sure yet. If it’s something thematic, then we might use, but that’s long term planning. For now, go under the assumption there’s no prestige classes.

*hangs head in shame* Guilty as charged - although I do promise my submission will not be an albino. ;)

I will admit freely the mention of Michael Moorcock caught my eye more so than Robert E. Howard (granted he's not bad either).

Given the baseline character, the only prestige class that I would have been interested in would be the Eldritch Knight.


Talomyr wrote:
*hangs head in shame* Guilty as charged - although I do promise my submission will not be an albino. ;)

Oh, too bad.

I was tempted to accept your character even without knowing it, just because it could have been an albino. Guess I’ll have to keep looking then. :(

xD

Rhal, the Styx Boatman wrote:
I was thinking about doing a Yar-Ammonite Cultist, but none of their gods (old beast headed ones or Zothur) have cults stated up. Is there something somewhere else?

I’m not sure. I’ll check my material when I get home and see if there’s anything there, but you can create your own cult if want, using the ones explained in the book as guideline.

Rhal, the Styx Boatman wrote:
Also, where are the explanations of what the Cult Secrets are? The cults that are stated out list the secrets, but I can't find anywhere that says what they do.

There’s no explanation. Because unless you are a high ranking member, chances are you’ll be mopping the floor for several years before being allowed into those secrets. But things like these are guidelines to be explored inside the game.


"DM Aku wrote:


Rhal, the Styx Boatman wrote:
Also, where are the explanations of what the Cult Secrets are? The cults that are stated out list the secrets, but I can't find anywhere that says what they do.

There’s no explanation. Because unless you are a high ranking member, chances are you’ll be mopping the floor for several years before being allowed into those secrets. But things like these are guidelines to be explored inside the game.

According to the Player's Guide the Cultist gets a Cult Secret at first level.


Rhal, the Styx Boatman wrote:
"DM Aku wrote:


Rhal, the Styx Boatman wrote:
Also, where are the explanations of what the Cult Secrets are? The cults that are stated out list the secrets, but I can't find anywhere that says what they do.

There’s no explanation. Because unless you are a high ranking member, chances are you’ll be mopping the floor for several years before being allowed into those secrets. But things like these are guidelines to be explored inside the game.

According to the Player's Guide the Cultist gets a Cult Secret at first level.

Since the cultist is based off the oracle, and since as far as I can tell all the Cult Secrets have the same name as various Revelations, I guess you're supposed to scour the various Mysteries until you find the corresponding Revelation. But it would've been nice if they had annotated which Mystery to look in for each (e.g. Air Barrier (Wind), Dweller in Darkness (Dark Tapestry), etc).


Rhal, the Styx Boatman wrote:
According to the Player's Guide the Cultist gets a Cult Secret at first level.

Let me word it differently:

Don’t worry about it while creating your character. If your submission is accepted, we’ll work on those details.

Edit:

Oh, ouch, touché.
I got your question wrong. I was thinking about Cults (as in guilds secrets, not class features) and not the Cultist class from the players’s guide. Sorry about the confusion.

And yes, there’s nothing there for those cults, which leave us the work of creating something that fits your character. For now, do as @SodiumTelluride suggested, and you can select any revelation that you think is thematic for your character.


Do you have a preferred format for character sheets?


hmnhntr wrote:
Do you have a preferred format for character sheets?

I’d prefer you if you don't use any external link/page to post your character sheet and if you are looking for a template, you can use the following google drive link with a blank character sheet template. Fill the information there, and then post it on this thread under a spoiler.

This is one character I created some time ago if you are looking for some reference: Sorry


Are unchained classes allowed?


Sentienthydra wrote:
Axolotl wrote:
Just for the record---I'm very mindful of the fact that a bunch of Howard's Conan stories are both dreadfully racist and sexist, and despite the fact that the character I submitted is quite the gigolo, he would not be intolerable and gross. I dislike the kinds of tables and games where women or any other group are made to feel uncomfortable, especially at a time when fantasy games and books are enjoying a wider audience than the ol' "bunch of teen dudes" of yesteryear.

Thank you for taking the time to think about this aspect of your character. ^,^

Makes me feel a bit better about my randomly rolled framework (Yar Ammonite Bard [temptress] gal)

Playing a female character in Pathfinder and getting touched without my consent was eye-opening; I was already a big feminist advocate in gaming and beyond, but that drove home a particular female experience for me in a rather visceral way, namely feeling really uncomfortable around a person pushing personal boundaries.


Im thinking of making a Bhangari rogue, is there any information about where the characters will be starting?

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